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Pokémon Inspired Weapons & Items V0.1.F58

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Nikolaj Rosgaard
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100% found this document useful (2 votes)
1K views430 pages

Pokémon Inspired Weapons & Items V0.1.F58

Uploaded by

Nikolaj Rosgaard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Pokémon Inspired Weapons & Items

Accreditation
Featuring the Pokeapon artwork of Rebusalpa, check out their Instagram or Twitter for
more of their work.
Writting and some art by Christopher J Foster, check out my Patreon or my Dungeon
Master's Guild page to help support my work and keep me able to do this.
001 - Bulbastaff
Staff () – Uncommon (350 gp, requires attunement)
The bulb on this staff is a living plant, and while it does not
require water and sunlight to survive, does look much
healthier with regular care.
You can use a bonus action to speak this staff's command
word and make the bulb and vines of the staff animate for 1
minute. By using another bonus action to speak the
command word again, you return the staff to its normal
inanimate form.
You can make a melee attack using the animated bulb
head, which has a reach of 5 feet. Your proficiency bonus
applies to the attack roll. On a hit, the target takes 1d6
bludgeoning damage and must succeed on a DC 13
Constitution saving throw or take 3d6 poison damage.
The bulb can be attacked while it is animated. It has an
Armor Class of 15 and 20 hit points. If the bulb drops to 0 hit
points, the staff is destroyed. As long as it's not destroyed, the
staff regains all lost hit points when it reverts to its inanimate
form.

002 - Ivy Whip


Weapon (Whip) – Rare (1500 gp, requires attunement)
This +1 magical whip has a long vine extending from the
cross guard. On a hit, the target must succeed on a DC 15
Constitution saving throw or take 3d6 poison damage.

003 - Venusword
Weapon (Greatsword) – Very Rare (15,000 gp, requires
attunement)
This +2 magical great sword has vine like tendrils
extending from the cross guard that seem to move on their
own. The sword has 4 charges that refresh at dawn. The
attuned can use 1 charge to cast Entangle (save DC 15), or 3
charges to cast Plant Growth. While attuned to this weapon,
you can cast the Thorn Whip cantrip using wisdom as your
spellcasting modifier.

Please be aware that this is a living document, and


updates regularly with new items as I go down the
list. An index of all the items so far is available at
the end of this document.
You can find my other works on Dungeon
Master's Guild, you can gain early access and
previews to projects like this one ahead of the
public on my Patreon, Forester Designs, where you
can also help support this and my other D&D
projects, as well as give direct feedback on my
projects, or follow my Twitter for the latest bits and
bobs
Thank you, and enjoy!

Pokémon Inspired Weapons & Items


2
004 - Charmandagger
Weapon (Dagger) – Uncommon (350 gp, requires
attunement)
This magical dagger feels warm to the touch, and has a
gem in the pommel that flickers like fire. Attacks with this
dagger do an extra 1d6 fire damage. The pommel gem can
emit magical light with a command word, normal light in a
15-foot radius and dim light for an additional 15 feet.
Evolving: If you submerge the dagger in blood from a Red,
Brass or Gold Dragon for 1 minute, it will turn into a
Charizaber.

005 - Clawmeleon
Wondrous (Claws) – Rare (1500 gp, requires attunement)
These gauntlets of red steel are forged in a shape like
dragon's claws and feel warm to the touch. They fit the
wearer's hands and forearms up to the elbow. While wearing
both claws, you gain resistance to cold damage, and you can
carve a circular 5 ft diameter tunnel through solid rock at a
rate of 1 ft per round.
You can use a claw as a melee weapon while wearing it.
You have proficiency with it, it uses your Strength modifier,
and it deals 1d8 slashing damage on a hit.
While wearing the claws, you can’t manipulate objects or
cast spells with somatic components.

006 - Charizaber
Weapon (Longsword) – Very Rare (15,000 gp, requires
attunement)
This +1 magical longsword feels warm to the touch, and
has a gem in the pommel that flickers like fire. Attacks with
this sword do an extra 2d6 fire damage. The pommel gem
can emit magical light with a command word, normal light in
a 15-foot radius and dim light for an additional 15 feet.
Once a day, recharging at dawn, you can us an action to
unleash a 20-foot long line of fire that is 5 feet wide from the
sword. Each creature in that line must make a DC 16
Dexterity saving throw, taking 4d6 fire damage on a failed
save, or half as much damage on a successful one.

Evolving
Several items in this collection can evolve into
stronger items through unique means. Evolving an
item is permanent. Most items evolve by spending
time on or being exposed to the energies of other
planes, but DMs are encouraged to use major
events in your campaigns to result in items
evolving. The options presented here are merely
meant to provide an example of a suitable situation
that would cause evolution.

Pokémon Inspired Weapons & Items


3
007 - Squirtaff
Staff () – Uncommon (350 gp, requires attunement)
This magical staff is heavy and feels quite solid. You gain a
+1 bonus to attack and damage rolls made with this magic
quarterstaff. While holding it, you gain a +1 bonus to spell
attack and damage rolls. The staff does not suffer any of the
disadvantages of being used underwater.
The staff has 3 charges that refresh at dawn. If a creature
you can see within 30 feet of you makes an attack roll against
you, you can expend a charge to use your reaction to squirt a
stream of water at them from the top of the staff to disrupt
the attack, giving them disadvantage on the attack roll, and it
must succeed a DC 13 Dexterity saving throw or be blinded
until the start of its next turn from being hit in the eyes.

008 - Warrowtle
Weapon (Shortbow) – Rare (1500 gp, requires attunement)
This +1 magical short bow is heavy and feels quite solid.
This bow doesn't require arrows, conjuring its own arrows
out of water directly from the material plane of water when
drawn. The arrows act like regular arrows, and become
regular water after impact or if the bow isn't fired. Arrows
can't be removed to be used in other bows, as they will
become regular water.
The bow does not suffer any of the disadvantages of being
used underwater.

009 - Slashtoise
Weapon (Shortsword) – Very Rare, Two-Handed (15,000 gp,
requires attunement)
This magical short sword is heavy and feels quite solid.
This sword gives the attuned +2 AC when being wielded, and
you can, as an action, speak one of three command words,
where upon an amount of fresh water streams out the center
of the sword until the start of your next turn. The three
options are:
"Water Gun" produces 1 gallon of water.
"Hydro Pump" produces 5 gallons of water.
"Hydro Canon" produces 30 gallons of water that gushes
forth in a geyser 30 feet long and 1 foot wide. As a bonus
action while holding the sword, you can aim the geyser at
a creature you can see within 30 feet of you. The target
must succeed on a DC 13 Strength saving throw or take
1d4 bludgeoning damage and fall prone. Instead of a
creature, you can target an object that isn't being worn or
carried and that weighs no more than 200 pounds. The
object is either knocked over or pushed up to 15 feet away
from you.
The sword does not suffer any of the disadvantages of
being used underwater.

Pokémon Inspired Weapons & Items


4
010 - Caterspike
Weapon (Dagger) – Common (50 gp)
An odd, sticky dagger. Upon a successful attack with this
dagger, the target must make a successful DC 9 Dexterity
save or gets covered in a stringy, sticky substance that
decreases their movement by 5 feet, which can be inflicted
repeated. If someone's movement is brought to 0 while
inflicted, they become restrained.
A layer of the substance can be removed as an action, or
they can try to break out of all the layers with a Strength
check, the DC being 5 + the number of layers, which can also
be done once restrained. If an affected target takes any fire
damage, all of the substance is burnt away.

011 - Menapō
Wondrous (Mask) – Common (75 gp)
A sturdy and hard menpō face mask. You can speak the
command word "Harden" to the mask as an action, magically
increasing your AC by 1, but decreasing your movement by
10 feet, which both last for 1 minute. This effect can be
applied repeated and stacked until you are reduced to a
speed of 0.
Cursed Variant
Cursed. This mask is cursed. Instead of increasing your AC
by 1, it does so by 2, but the first level is active, so you have +2
AC but -10 movement, and the mask is also stuck to your face
as part of the curse. The effect can still be stacked at an
additional +1 AC for -10 movement lasting 1 minute. A
Remove Curse spell will remove the mask and its effects.

012 - Butterod
Rod () – Uncommon (1200 gp, requires attunement)
An elegant rod with beautiful butterfly wings. While
holding this rod, you gain a +1 bonus to spell attack and
damage rolls and to the saving throw DCs of your spells. The
rod also has 3 charges, and 1 charge can be expelled to emit
a sleep cloud up to 10 feet away that fills a 5-foot radius circle
with sparkling powder until the end of your next turn. Each
creature in the cloud when created or that end their turn in it
must make a DC 13 Wisdom saving throw and falls
unconscious for 1 minute on a failed save. A creature
awakens if it takes damage or if someone uses an action to
shake or slap it awake.

Pokémon Inspired Weapons & Items


5
013 - Weedart
Weapon (Rope Dart) – Common (25 gp)
A sharp dart on a beaded rope. Upon a successful attack
with this rope dart, the target must succeed a DC 9
Constitution saving throw or be poisoned until the end of
their next turn.

Rope Darts
Rope darts are a Martial Melee Weapon that have a
steel dart, often serrated, affixed to the end of a
weighted 30-foot rope or chain.
They weight an average of 3 lbs, cost 10 gp, do
1d4 piercing damage, and have the Light, Finesse,
Two-Handed and Thrown (15/30) properties, with
the benefit of being able to pull back the Rope Dart
to the wielder after an attack as a Bonus Action.
Anyone proficient with Darts is also proficient with
Rope Darts.

014 - Kakutar
Weapon (Dagger) – Common (50 gp)
A sharp katar push dagger. Upon a successful attack with
this dagger, the target must succeed a DC 9 Constitution
saving throw or be poisoned until the end of their next turn.

015 - Halberdrill
Weapon (Spear) – Uncommon (740 gp, requires attunement)
A +1 spear with a large sharp point on the end. Upon a
successful attack with this spear, the target must succeed a
DC 13 Constitution saving throw, taking 3d6 poison damage
and be poisoned until the end of their next turn on a fail, or
just half as much damage on a success.

Pokémon Inspired Weapons & Items


6
016 - Pugey
Weapon (Dagger) – Common (50 gp)
A sharp, pugio dagger with a feathered guard. Upon the
first successful attack in a round with this dagger, the target
must succeed a DC 10 Constitution saving throw or have
disadvantage on their next attack until the end of their next
turn.
Evolving: If this dagger remains on the Elemental Plane of
Air for a year, it will become a Pidjian.

017 - Pigeoiggi
Wondrous (Fan) – Uncommon (230 gp, requires attunement)
A folding fan made of feathers. It can be opened and closed
as an action, and when a creature with 5 feet is fanned with
the fan as an action, it must succeed a DC 13 Strength save
or be thrown back 10 feet and knocked prone.

018 - Pidjian
Weapon (Longsword) – Rare, Finesse (2700 gp, requires
attunement)
The blade of this longsword is made of a long sturdy
feather with a sharp edge. You gain a +2 bonus to attack and
damage rolls made with this weapon. When you hit a
creature with it, they must succeed a DC 14 Strength save or
be knocked prone, and if they are a plant or insectoid
creature, they take an extra 1d8 slashing damage.

Pokémon Inspired Weapons & Items


7
019 - Rattaltal
Weapon (Shortsword) – Common (100 gp)
A sharp talwar shortsword with whiskers coming from the
guard. Upon a successful attack with this dagger, the target
must succeed a DC 10 Constitution saving throw or have
disadvantage on their next attack until the end of their next
turn.

020 - Raticleve
Weapon (Glaive) – Uncommon (1000 gp, requires
attunement)
A glaive with an unusual fuzzy guard. Once a day,
refreshing at dusk, upon a successful attack with this glaive,
you can have the target make a DC 13 Constitution saving
throw or become vulnerable to all types of damage for 1
minute, including any damage types they were immune to.
The target can attempt the save again at the end of their turn.

Pokémon Inspired Weapons & Items


8
021 - Spearrow
Weapon (Arrow) – Common (5 gp)
An arrow with a sharp beak for a tip. Attacks with this
arrow have advantage on the attack roll against a creature if
at least one of your allies is within 5 feet of the creature and
the ally isn't incapacitated.

022 - Fearbow
Weapon (Shortbow) – Uncommon (500 gp, requires
attunement)
The arms of this bow seem to be made of a bird's wings.
Attacks with this bow have advantage on the attack roll
against a creature if at least one of your allies is within 5 feet
of the creature and the ally isn't incapacitated.

Pokémon Inspired Weapons & Items


9
023 - Ekahs
Rod () – Uncommon (125 gp)
This rod has a rattle on the end of it made up of many
small hollows, each with their own bead.
The rod has 7 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the Alarm
spell, with the only change being that an audible alarm
produces the sound of a shaking rattle instead of a bell.
The rod regains ld6 + 1 expended charges daily at dawn. If
you expend the wand's last charge, roll a d20. On a 1, the
wand crumbles into dust and is destroyed.
You have disadvantage on all Stealth rolls while carrying
this rod unless it's placed in a soundproof container.

024 - Arbokut
Weapon (Greatsword) – Rare (4750 gp, requires attunement)
The guard of this greatsword resembles huge animal eyes
that stare intently.
You gain a +2 bonus to attack and damage rolls made with
this weapon. When you hit a creature that isn't a construct or
undead with it, that target takes an extra 1d8 poison damage.
While attuned to the sword, you have advantage on
Intimidation rolls, and if you intimidate someone, they have
disadvantage on their next ability or attack roll.
When a target is hit by an attack from this sword, they have
disadvantage on their next attack.

Pokémon Inspired Weapons & Items


10
025 - Pikague
Weapon (Dagger) – Rare (750 gp, requires attunement)
The yellow blade with black edges sparks with electricity.
You gain a +1 bonus to attack and damage rolls made with
this magic weapon, and it also does an additional 1d6
Lighting damage. When you hit a creature with it, they must
succeed a DC 15 Constitution save or be stunned until the
end of their next turn.

026 - Raicha
Weapon (Scimitar) – Very Rare (7500 gp, requires
attunement)
A strangely bent blade that tingles to the touch.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon, and it also does an additional 1d8
Lighting damage. When you hit a creature with it, they must
succeed a DC 15 Constitution save or be stunned until the
end of their next turn.

Pokémon Inspired Weapons & Items


11
027 - Sandshands
Wondrous (Gloves) – Uncommon (200 gp, requires
attunement)
These gloves feel rough to the touch, as if they are made of
sand. While wearing these gloves you gain a burrowing speed
of 15 ft, and can add 1d4 slashing damage to any unarmed
strikes you make with your fists.
Evolving: If these gloves are left buried in earth on the
Elemental Plane of Earth for a month, they will become
Sandslashers.

028 - Sandslashers
Wondrous (Claws) – Rare (1000 gp, requires attunement)
These gauntlets of golden-brown metal feel as if they are
coated in the finest sand. They fit the wearer’s hands and go a
bit past the wrists. While wearing both claws, you gain a
burrowing speed of 30 ft.
You can use a claw as a melee weapon while wearing it.
You have proficiency with it, it uses your Strength modifier,
and it deals 1d8 slashing damage on a hit.
While wearing the claws, you can’t manipulate objects or
cast spells with somatic components.

Pokémon Inspired Weapons & Items


12
029 - Knidoran♀
Weapon (Dagger) – Common (50 gp)
An earthen, dark blue dagger. This dagger has one charge,
which refreshes at dusk. When held, the charge can be used
to cast Charm Person using charisma as your spellcasting
modifier, so long as the target is of the opposite gender.
Evolving: If this dagger is left buried in earth on the
Elemental Plane of Earth for a month, it will become a
Knidorina.

030 - Knidorina
Weapon (Shortsword) – Uncommon (500 gp, requires
attunement)
An earthen, dark blue shortsword. You gain a +1 bonus to
attack and damage rolls made with this magic weapon, and it
also does an additional 1d4 Poison damage.
You also gain advantage on Persuasion rolls while this
sword is in your possession.
Evolving: If this shortsword is left buried in earth on the
Elemental Plane of Earth for a year, it will become a
Knidoqueen.

031 - Knidoqueen
Weapon (Greatsword) – Rare (5000 gp, requires attunement)
An earthen, golden yellow greatsword. You gain a +1 bonus
to attack and damage rolls made with this magic weapon,
and it also does an additional 1d6 Poison damage. When you
hit a creature with it, they must succeed a DC 15
Constitution save or be poisoned until the end of their next
turn while this sword is in your possession.
You also gain advantage on Persuasion rolls while this
sword is in your possession.

Pokémon Inspired Weapons & Items


13
032 - Knidoran♂
Weapon (Dagger) – Common (50 gp)
An earthen, dark purple dagger. This dagger has one
charge, which refreshes at dusk. When held, the charge can
be used to cast Charm Person using charisma as your
spellcasting modifier, so long as the target is of the opposite
gender.
Evolving: If this dagger is left buried in earth on the
Elemental Plane of Earth for a month, it will become a
Knidorino.

033 - Knidorino
Weapon (Shortsword) – Uncommon (500 gp, requires
attunement)
An earthen, dark purple shortsword. You gain a +1 bonus to
attack and damage rolls made with this magic weapon, and it
also does an additional 1d4 Poison damage.
You also gain advantage on Intimidation rolls while this
sword is in your possession.
Evolving: If this shortsword is left buried in earth on the
Elemental Plane of Earth for a year, it will become a
Knidoking.

034 - Knidoking
Weapon (Greatsword) – Rare (5000 gp, requires attunement)
An earthen, dull yellow greatsword. You gain a +1 bonus to
attack and damage rolls made with this magic weapon, and it
also does an additional 1d6 Poison damage. When you hit a
creature with it, they must succeed a DC 15 Constitution
save or be poisoned until the end of their next turn.
You also gain advantage on Intimidation rolls while this
sword is in your possession.

Pokémon Inspired Weapons & Items


14
035 - Clefey
Wand () – Uncommon (250 gp)
A pink wand with a cute ribbon-like top.
This wand has 7 charges, and regains ld6 + 1 expended
charges daily at midnight. While holding it, you can use an
action to cast a spell, rolling a d20 to determine what spell is
cast from the list below, using wisdom as your spellcasting
modifier when needed, and a DC of 13 when needed. Rolls 1-
15 expend 1 charge, 16-19 expend 2 charges, and 20
expends 3 charges.
If the expended charges would take it below 0 charges, the
spell still succeeds, but the wand also self-destructs. If you
expend the wand's last charge so it has exactly 0 charges left,
roll a d20. On a 1, the wand self-destructs.
When the wand self-destructs, it does 3d6 fire damage to
it's holder and anyone within 5 ft of the holder, and is
destroyed.
1. Faerie Fire 11. Ice Knife
2. Fog Cloud 12. Tasha's Hideous Laughter
3. Bane 13. Sleep
4. Armor of Agathys 14. Witch Bolt
5. Catapult 15. Guiding Bolt
6. Color Spray 16. Cloud of Daggers
7. Command 17. Dust Devil
8. Earth Tremor 18. Mirror Image
9. Chromatic Orb 19. Web
10. Hex 20. Fireball

Evolving: If this wand is exposed to the Moonbeam spell


for a full minute, it will become a Cannefable

036 - Cannefable
Staff () – Rare (2500 gp, requires attunement)
A pink staff with a cute ribbon-like top.
While holding this staff, you gain a +1 bonus to spell attack
and damage rolls and to the saving throw DCs of your spells.
The staff also has 3 charges, which refresh at midnight.
While holding it, you can use an action to expend 1 of its
charges to cast a spell, rolling 1d20 to determine what spell is
cast from the list below, using wisdom as your spellcasting
modifier if needed, and a DC of 16 if needed.
1. Control Winds 11. Insect Plague
2. Transmute Rock 12. Banishing Smite
3. Antilife Shell 13. Mislead
4. Circle Of Power 14. Cone Of Cold
5. Wall Of Force 15. Destructive Wave
6. Conjure Volley 16. Flame Strike
7. Wall Of Stone 17. Immolation
8. Cloudkill 18. Maelstrom
9. Dominate Person 19. Wall of Thorns
10. Telekinesis 20. Sunbeam

Pokémon Inspired Weapons & Items


15
037 - Vulpin
Weapon (Shortsword) – Uncommon (500 gp, requires
attunement)
An orange-red shortsword that simmers like fire.
You gain a +1 bonus to attack and damage rolls made with
this magic weapon, and it also does an additional 1d6 Fire
damage.
You also gain advantage on Performance rolls while this
sword is in your possession.
Evolving: If this shortsword remains on the Elemental
Plane of Fire for a month, it will become a Vulnuni.

038 - Vulnuni
Staff () – Rare (2500 gp, requires attunement)
A golden staff with a small magical flame that hovers atop
the end as nine golden tails stand around it.
While holding this staff, you gain a +1 bonus to spell attack
and damage rolls and to the saving throw DCs of your spells.
The staff also has 9 charges, which refresh at dawn. While
holding it, you can use an action to expend 3 or more charges
to cast the Fireball spell, with each additional charge
upcasting the spell by a level. Use a DC 16 for the spell,
regardless of level.
You also gain advantage on Performance rolls while this
staff is in your possession.
Curse. The staff is cursed, and will impose a curse upon
anyone who improperly touches one of the tails, including the
holder. If anyone attempts to physically inspect the staff,
grapple or restrain someone holding the staff, or attempts to
take the staff from the holder, they must succeed a DC 15
Wisdom save. If they fail, they are either, at the DM's
discretion:
Changed into a random (per the DM's choice) CR 1/4 or
less Beast, Plant, Elemental, Aberration or Fey, like a Cow,
Flumph, Awaken Shrub, as if by the Polymorph spell but
without an ending duration. Remove Curse can undo this
effect if they've been afflicted for longer than an hour,
otherwise it restores the hour time limit. The DM can use
the table below to randomly roll which creature they turn
into if they would like, or just pick one of those creatures.
Teleported to the Fey Wilds or the Elemental Plane of
Fire, or to their home plane if they are native to a different
plane than the one they are currently on.
1. Shrieker (MM 138) 11. Ixitxachitl (OotA 225)
2. Quipper (MM 335) 12. Stench Kow (Volo 208)
3. Awaken Shrub (MM 317) 13. Velociraptor (Volo 140)
4. Vulture (MM 339) 14. Giant Fly (DMG 169)
5. Baboon (MM 318) 15. Cow (Volo 207)
6. Giant Fire Beetle 16. Violet Fungus
(MM 325) (MM 138)
7. Chwinga (ToA 216) 17. Vegepygmy (Volo 196)
8. Mule (MM 333) 18. Blink Dog (MM 318)
9. Boggle (Volo 128) 19. Sprite (MM 283)
10. Twig Blight (MM 032) 20. Pixie (MM 253)

Pokémon Inspired Weapons & Items


16
039 - Jigglyshush
Wand () – Uncommon (650 gp, requires attunement)
A pink wand with an azure blue crystal in its end that
seems to resonant to sounds.
This wand has 4 charges, and regains 1d4 expended
charges daily at sunset. While holding the wand, you can use
an action to expend a charge and make a Performance by
singing into the wand. Your voice is magically amplified in a
30-foot radius sphere centering around yourself. All other
creatures in that sphere that can hear you, regardless if they
can understand you, must make a Wisdom saving throw
against your Performance roll, falling unconscious into a
deep sleep for 10 minutes on a failed save. A creature
awakens if it takes damage or if someone uses an action to
shake or slap it awake.
The bottom of this wand can also be used as an ink pen.

040 - Wigglybuff
Staff () – Rare (2000 gp, requires attunement)
A pink staff with an azure blue crystal in its end.
While holding this staff, you gain a +1 bonus to spell attack
and damage rolls and to the saving throw DCs of your spells.
The staff also has 4 charges, which refresh at sunset. While
holding it, you can use an action to expend 1 of its charges to
cast the Enlarge/Reduce spell, using a DC of 16 if the target
is unwilling.

Pokémon Inspired Weapons & Items


17
041 - Zubollock
Weapon (Dagger) – Common (5 gp)
This blue and lavender dagger is light and easy to use.
Curse. This dagger is cursed, and anyone who picks up the
dagger is immediately afflicted by the curse. As long as you
remain cursed, you are unwilling to part with the dagger,
keeping it on your person at all times, be generally confused
by things, and will constantly hear far off animal screeching.
While cursed, whenever you try to make an attack with any
weapon, you must succeed on a DC 15 Wisdom save or
randomly attack any creature within range, including
yourself.
If you hit another creature, they must succeed a DC 15
Wisdom save or on their next attack, randomly attack any
creature within range, including themselves. The confusion
fades after the attack.
You can break the curse in the usual ways.

042 - Golbow
Weapon (Longbow) – Uncommon (750 gp, requires
attunement)
This blue and lavender longbow is light and easy to use.
On your first hit each round with an attack from this bow,
the target becomes confused. They must succeed a DC 15
Wisdom save or on their next attack they will randomly
attack any creature within range, including themselves. The
confusion fades after the attack.
Evolving: If this bow remains on the Outer Plane of Mount
Celestia for a decade, it will become a 169 - Crobow.

Pokémon Inspired Weapons & Items


18
043 - Oddirk
Weapon (Dagger) – Common (50 gp)
A blade and guard that looks to be made of leaves held
together by a dark blue hilt.
While holding this dagger, you have advantage on attempts
to hide in foliage.
Evolving: If this dagger remains on in the Swamp of
Oblivion for a week, it will become a Bloom

044 - Bloom
Weapon (Rapier) – Uncommon (150 gp)
This red-orange blade looks vaguely like a leaf, and has a
puffy hilt that has a faint sickly-sweet smell like fermenting
fruit.
Whenever you successfully hit a target with the rapier, you
can choose to attack again with the rapier for one additional
attack per turn. However, after this attack you become
confused, and on your next attack, even if it's not with the
rapier, you must succeed on a DC 17 Wisdom save or
randomly attack any creature within range, including
yourself. The confusion fades after the attack.

045 - Vilefume
Staff () – Rare (1350 gp, requires attunement)
This dark blue staff has a large red flower upon it. The
flower smells quite noxious, and anyone who gets close to it
and intentionally smells it must succeed a DC 16
Constitution save or be paralysed for 1 minute. The afflicted
can make the save again at the end of their turn.
While holding this staff, you gain a +1 bonus to spell attack
and damage rolls and to the saving throw DCs of your spells.
The staff also has 3 charges, and 1 charge can be expelled to
emit a cloud of noxious pollen up to 30 feet away that fills a
15-foot radius sphere for 3 rounds. Each breathing creature
in the cloud when it is created or that ends their turn in it
must make a DC 16 Constitution save or be paralysed for 1
minute. The afflicted can make the save again at the end of
their turn.

Pokémon Inspired Weapons & Items


19
046 - Paracer
Wondrous (Bracer) – Uncommon (650 gp, requires
attunement)
This orange bracer appears to be made of insect parts and
smells of mushrooms. Made to fit around the forearm, the
large pincers come out just above the wrist, opening and
closing as the hand does.
While wearing these bracers, you gain a +1 bonus to AC if
you aren't using a shield or wearing heavy armor, as well as
advantage on all Grapple related rolls. You can also choose to
use the claw for unarmed strikes, where it does piercing
damage rather than bludgeoning.

047 - Spearasect
Weapon (Spear) – Rare (2000 gp, requires attunement)
This orange spear appears to be made of insect parts and
smells of mushrooms. Once attuned to the spear, you can
make the claw end open and close with a thought.
This +1 spear gives advantage to grapple attempts on a
single small or larger target, and you can make a Claw attack
with the spear in place of a normal attack once a round. The
claw attack does 1d8 bludgeoning damage (rather than the
1d6 piercing of a normal spear attack), and the target is
grappled if they are small or larger. The claw attack can be
done again on any creature grappled this way, automatically
succeeding. Those grappled in this way can escape with a DC
14 Strength check.

Pokémon Inspired Weapons & Items


20
048 - Venoknat
Weapon (Dagger) – Uncommon (250 gp)
This purple dagger has a red gem in its guard that goes
right through to the other side with fuzzy purple trim around
it.
As a bonus action, you can look through the red gem in the
guard and see through it as if you have darkvision out to a
range of 60 feet. If you already have darkvision, looking
through the gem increases its range by 60 feet. The gem
cannot be removed from the guard.

049 - Venowroth
Weapon (Javelin) – Rare (650 gp, requires attunement)
This lavender javelin has a three-pointed tip and moth
wings tied to it. The wings sparkly faintly as light reflects off
of the thousand of tiny scales on them.
The javelin has 2 charges that refresh as sunset. When
thrown, you can choose to expend a charge so that when it
lands, regardless of if it hit a creature or not, it emits a cloud
of poisonous scales that fills a 15 foot radius sphere for 1
minute. The cloud remains in place even if the javelin is
moved. Each creature in the cloud when it is created or that
end their turn in it must make a DC 16 Constitution save. On
a failure, the creatures take 2d6 poison damage and are
paralysed until the end of their next turn. If they passed, they
only take half of the rolled damage.

Pokémon Inspired Weapons & Items


21
050 - Digthreat
Weapon (Club) – Common (75 gp)
This club appears to be made of a pillar of compacted
earth.
Once a day, refreshing at dawn, the club can be used to
strike the ground as an action, casting the Earth Tremor spell
with a DC 10 Dexterity save.
Evolving: If this club is left buried in earth on the
Elemental Plane of Earth for a year, it will become a
Dugtrama.

051 - Dugtrama
Weapon (Maul) – Rare (1350 gp, requires attunement)
The shaft of this maul is made of stone, while the face is
made of 3 pillars of compacted earth.
This +1 maul has 3 charges that refresh at dawn. As an
action, the maul can be used to strike the ground, and the
holder can expend 1 charge to cast Earth Tremor, or all 3
charges to cast Erupting Earth. Both use a DC 16 Dexterity
save.

Pokémon Inspired Weapons & Items


22
052 - Mewealth
Weapon (Dagger) – Uncommon (1525 gp, requires
attunement)
This brown and tan dagger has a gold coin in its guard,
with whiskers coming out from under it.
Once a day, refreshing at dawn, you can tap the gold coin in
the guard as an action, which will cause the dagger to gently
pull towards the nearest hidden treasure within 1,000 feet of
you for the next 10 minutes.
It will only pull towards treasure, which includes anything
the hider considered treasure, and so could include things
like shiny bottlecaps a child has hidden. The treasure must
also be hidden, so gold pieces in someone's pockets are not
detected.
If you move closer to another cache of treasure than the
one the dagger is currently pulling towards, it will switch
targets. Once a cache of treasure has been found, the dagger
will start pulling for the next nearest treasure. Hidden
treasure is not considered found by the treasure until fully
freed from its hiding place, ie if you find a safe that contains
treasure, the dagger will still pull towards the safe until it is
opened. If there is no hidden treasure within range, the
dagger will not pull.
Evolving: After 50,000 gp or more worth of treasure has
been found using this dagger, it will become a Persuede.

053 - Persuede
Weapon (Shortsword) – Rare (2450 gp, requires attunement)
This elegant tan sword has what appears to be a fur lined
guard in the form of a feline's head with a red gem in the
forehead. There's also another red gem in the sword's
pommel. It is a finely crafted sword with a regal appearance
that nobles around the world envy as a thing of beauty.
A +1 sword, damage rolls done with it that roll 1 or 2 can
be rerolled once per attack, but you must stick with what is
rolled the second time.
As long as the sword is on your person, you also have
advantage on all Persuasion rolls, as well as advantage on all
Deception rolls with nobles and other high-class citizens.

Pokémon Inspired Weapons & Items


23
054 - Psycut
Weapon (Glaive, Cursed) – Uncommon (345 gp, requires
attunement)
The blade of this yellow +1 glaive is shaped like a duck's
bill. The glaive does not suffer any of the disadvantages of
being used underwater.
Cursed. This glaive is cursed. While attuned to it, you are
vulnerable to psychic damage and have disadvantage on
History checks, as well as trouble recalling details in general.
Whenever you take psychic damage, the attacker must
make a DC 13 Intelligence save, on a fail taking 1d6 psychic
damage and being stunned until the end of their next turn.
The attacker will feel a great unbalance in your mind from
the attack, but will also know that the attack did more
damage than usual.
If you take more than 20 psychic damage in a minute, you
automatically unleash a powerful explosion of psychic energy
that affects everyone within 30 feet of you. All affected
creatures must make a DC 14 Intelligence save, on a fail
taking 5d6 psychic damage and being knocked unconscious
for 1 minute, or half of the rolled damage on a pass.
Afterwards, you fall unconscious for 1 minute.

055 - Golcut
Weapon (Greatsword) – Rare (1550 gp, requires attunement)
This yellow and blue +1 great sword resembles an
elongated duck's beak, but razor thin. The sword does not
suffer any of the disadvantages of being used underwater.
While attuned to the sword, you gain a swim speed equal to
your walking speed, and advantage on all Athletic checks
made while swimming.
When the sword is placed in a body of water, it will stay in
place as if perfectly buoyant. If placed level with the water’s
surface, you can then choose to step onto the sword, riding it
like a surfboard. The sword now has a self-propelled swim
speed of 60 feet, you can perform one regular attack as an
action with the sword like this, and you can perform a Charge
attack with the sword.
Charge. If you move at least 15 feet straight toward a
target while riding the sword and then hits it with a sword
attack on the same turn, the target takes an extra 2d6
slashing damage.

Pokémon Inspired Weapons & Items


24
056 - Mangry
Staff () – Uncommon (560 gp, requires attunement)
This quarterstaff has a fuzzy grip in the middle, flanked by
a handle on either side and some sort of monkey tail coming
from it.
While attuned to the staff, you gain the ability to rage (PHB
48) once between long rests. If you already had the ability to
rage, your number of rages increase by 1.

057 - Primescrape
Wondrous (Gloves) – Rare (1575 gp, requires attunement)
These orange-brown leather fingerless gloves have a metal
plate over the back of the hand, fuzzy trim around the wrist
followed by a metal shackle with a short chain on it.
The gloves give +1 to unarmed strike attack and damage
rolls, and while attuned to the gloves, you gain the ability to
rage (PHB 48) three times between long rests. If you already
had the ability to rage, your number of rages increase by 3.

Rage (from page 48 of the PHB)


In battle, you fight with primal ferocity. On your
turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if
you aren't wearing heavy armor:
You have advantage on Strength checks and
Strength saving throws.
When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll
that increases as you gain levels, levels 1-8 is
+2, levels 9-15 is +3, and levels 16+ are +4.
You have resistance to bludgeoning, piercing,
and slashing damage.
If you are able to cast spells, you can't cast them
or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you
are knocked unconscious, if your turn ends and you
haven't attacked a hostile creature since your last
turn or taken damage since then. You can also end
your rage on your turn as a bonus action.
Once you have used all your rages, you must
finish a long rest before you can rage again.

Pokémon Inspired Weapons & Items


25
058 - Growladius
Weapon (Shortsword) – Uncommon (855 gp, requires
attunement)
The orange blade of this short sword has black stripes on it
and a fluffy guard. The whole sword is warm to the touch, and
attacks with it do an extra 1d6 fire damage. If you are hit by
necrotic damage, the sword's fire damage increases to 2d6
until the end of your next turn.
While attuned to the sword, when a creature you can see
attacks a target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the attack
roll.
Evolving: If this shortsword remains on the Elemental
Plane of Fire for a year, or if you perform an exceptionally
heroic deed while surrounded by fire, it will become an
Arcaninaces.

059 - Arcaninaces
Weapon (Greatsword) – Rare (1950 gp, requires attunement)
This orange +1 great sword has black stripes around its
base and a large fuzzy hilt, with a long piece of orange and
black fabric coming off it.
The whole sword is warm to the touch, attacks done with it
do an extra 3d6 fire damage and the target has disadvantage
on their next attack. If you are hit by necrotic damage, the
sword's fire damage increases to 5d6 until the end of your
next turn.
While attuned to the sword: you gain resistance to fire
damage; when a creature you can see attacks a target other
than you and you are within 5 feet of the attacker or the
target, you can use your reaction to impose disadvantage on
the attack roll; you have advantage on intimidation rolls; and
if you intimidate someone they have disadvantage on their
next ability or attack roll.

Pokémon Inspired Weapons & Items


26
060 - Polisward
Weapon (Shortsword) – Common (100 gp)
The blade of this sword is slightly translucent but
surprisingly resilient, and the whole sword glistens as if wet.
While holding this sword you gain 5 feet of movement while
swimming, to a maximum of 10 feet if holding a sword in
each hand.
The sword does not suffer any of the disadvantages of
being used underwater.

061 - Poliswirl
Staff () – Rare (2160 gp, requires attunement)
This navy-blue staff has a large orb on it with a black and
white swirling pattern on its face. While holding it, you gain a
+1 bonus to spell attack and damage rolls, and gain the ability
to breath underwater through your skin.
The staff has 6 charges which refresh at sunset, and as an
action you can expend 1 charge to cast Sleep, or 3 charges to
cast Hypnotic Pattern using a DC 16 for the Wisdom save.
The staff does not suffer any of the disadvantages of being
used underwater.

062 - Polismash
Wondrous (Gloves) – Very Rare (6235 gp, requires
attunement)
These navy-blue fingerless gloves have thick white trim and
a black and white swirl on the back of the hand.
The gloves give +2 to unarmed strike attack and damage
rolls, and unarmed strikes do not suffer any of the
disadvantages of being used underwater. You also gain the
ability to breath underwater through your skin and a swim
speed of 40 feet.
You also gain the Shape Water cantrip if you did not
already know it as long as you are attuned to the gloves.

Pokémon Inspired Weapons & Items


27
063 - Stabya
Weapon (Dagger) – Uncommon (630 gp)
This golden yellow dagger has a hole in the blade above the
guard with a purple orb floating in it. Attempts to remove the
orb will always fail.
Once per day, refreshing at midnight, the dagger can be
used to cast Misty Step as a bonus action on the holder.
Evolving: If this dagger remains on the Astral Plane for a
decade, it will become an Alakazashi.

064 - Kadabō
Staff () – Rare (1640 gp, requires attunement)
This golden yellow staff has two prongs at its end with a
purple orb floating in it. Attempts to remove the orb will
always fail.
While holding it, you gain a +1 bonus to spell attack and
damage rolls, as well as advantage on attacks against
mechanical and clockwork constructs.
The staff has 6 charges that refresh at midnight. As an
action, you can target one creature up to 60 feet away from
you that you can see and expend 1 charge. The target must
succeed a DC 16 Intelligent save, taking 2d6 psychic damage
on a fail and have disadvantage on their next attack, or half
the rolled damage on a save.

065 - Alakazashi
Weapon (Greatsword) – Very Rare (16,530 gp, requires
attunement)
This golden yellow +2 great sword's blade is split down the
center, with a purple orb floating just above the hilt. Attempts
to remove the orb will always fail. Attacks with this sword do
an additional 2d6 psychic damage, and the target must
succeed a DC 18 Intelligent save or have disadvantage on
their next attack. Attacks against mechanical and clockwork
constructs with the sword have advantage.
If an enemy magically inflicts a status condition on you,
such as Blinded or Paralyzed, with the exception of Sleep or
Death, they are also inflicted with that condition unless
already afflicted with another condition.
While attuned to the sword you have advantage on all
Intelligence related rolls.

Pokémon Inspired Weapons & Items


28
066 - Mychop
Wondrous (Brass knuckles) – Uncommon (660 gp)
This set of grey mental brass knuckles has yellow spikes.
While wearing these knuckles, unarmed strike attacks do an
additional 1d4 piercing damage, but if you are afflicted with a
status condition, they instead do 1d6 piercing damage.
Brass knuckles
Brass knuckles are weapons designed to fit around the
knuckles, often with a descending piece to fill the closed
palm of a fist. They preserve and concentrate the force of a
punch into a smaller contact area with a harder material, thus
doing more damage, while also reducing the potential
damage to the attacker.
You can not wear gloves while wearing brass knuckles,
unless they are fingerless gloves, you have difficultly
manipulating objects while wearing knuckles, and you can't
effectively wield any other weapons.

067 - Mychoke
Weapon (Greatclub) – Rare (1760 gp, requires attunement)
This +1 grey club is a soli grey pillar with red marks on its
side and three yellow crests on its top.
When you attack with this club, you have advantage to hit
targets, but targets also have advantage to hit you. Attacks
also do an additional 1d4 Bludgeoning damage for each size
larger the target is than you, to a maximum of 3d4. When you
hit a creature with the club, they must succeed a DC 15
Strength save or be knocked prone.
While attuned to this club, you are considered to be a
Large creature for the purpose of determining your carrying
capacity (PHB 176).

068 - Mychamp
Weapon (Twin Spears) – Very Rare, Light (8650 gp, requires
attunement by holding both spears for an hour)
These two spears have a black point at one end, and an
orange three-point blade at the other. In order to gain the
benefits of these spears, the spears can't be more than 100
feet apart or 200 feet away from you, otherwise the
attunement ends. The spears also magically stick to your
back in an X pattern, being drawn and stowed like any other
weapon.
Because of the spears' Light property, the spears can be
use for two-weapon fighting (PHB 195), which allows for an
attack with the second spear as a bonus action without the
ability modifier. The spears can also be used with the Dual
Wielder Feat (PHB 165).
Each spear has +1 to attack and damage rolls, and attacks
with the spears have advantage to hit, but targets also have
advantage to hit you when you're holding at least one spear.
Attacks also do an additional 1d4 Piercing damage for each
size larger the target is than you, to a maximum of 3d4. When
you hit a creature with a spear, they must succeed a DC 15
Strength save or be knocked prone.
While attuned you advantage on all Strength related rolls
and are considered to be a Huge creature for the purpose of
determining your carrying capacity (PHB 176).

Pokémon Inspired Weapons & Items


29
069 - Bellbout
Weapon (Rapier) – Common (90 gp)
This rapier is made of woven roots, giving it a springy and
flexible blade. Bugs seem to be naturally attracted to the bell
in the rapier's cross guard.
While in sunlight, you gain 10 feet of movement. This effect
does not stack.

070 - Ringinbell
Staff () – Uncommon (1700 gp, requires attunement)
This wooden staff has a hoop atop it with a golden bell
hanging in it, vines it to the hoop and wrapping down to the
staff proper. Bugs seem to be naturally attracted to the bell.
While holding it, you gain a +1 bonus to spell attack and
damage rolls, you can cast the Acid Splash cantrip using
Wisdom as your spellcasting modifier from the bell, and while
in sunlight, you gain 10 feet of movement. This effect does
not stack.

071 - Injurebel
Wondrous (Claw) – Rare (2170 gp, requires attunement)
The blades of this claw appear to be made of some kind of
plant material, while the casing is made of some sort of
leaves tied together with vines. Bugs seem to be naturally
attracted to the claw's leaves.
The claw fit the wearer’s hands and covers the wrist, while
the vine off the back will automatically wrap around the
forearm. While wearing the claw, you gain a climbing speed
equal to your walking speed, but you can’t manipulate objects
or cast spells with somatic components with that hand.
You can use the claw as a melee weapon while wearing it.
You have proficiency with it, it uses your Strength modifier, it
does +2 to attack and damage rolls, and it deals 1d8 slashing
damage on a hit.
While attuned and wearing the claw, you can cast the Acid
Splash cantrip using Wisdom as your spellcasting modifier
from the claw, and while in sunlight, you gain 10 feet of
movement. This effect does not stack.

Pokémon Inspired Weapons & Items


30
072 - Tentathrew
Weapon (Javelin) – Common (75 gp)
This javelin has a blue blade with red orbs on it, and two
tentacles dangling from it.
If the javelin hits a medium or smaller creature after being
thrown, the javelin will attempt to grapple the creature in its
tentacles with a DC 10 Strength check the creature must
pass. If a creature is grappled by the javelin, they can attempt
to escape with a DC 10 Strength attempt on their turn.
The javelin can't be used as a javelin while it is grappling a
creature.
Evolving: If this javelin remains on the Elemental Plane of
Water for a week, it will become a Tentarule.

073 - Tentarule
Weapon (Lance) – Uncommon (730 gp)
The main shaft of this lance is made of a spiral of tentacles
that spring about as they sprout from the dark blue cross
guard.
This lance does not suffer any of the disadvantages of
being used underwater. When the lance hits a large or
smaller target, they must make a DC 15 Strength check or be
grappled by the lance's tentacles. If a creature is grappled by
the lance, they can attempt to escape with a DC 15 Strength
attempt on their turn.
The lance can't be used as a lance while it is grappling a
creature.

Pokémon Inspired Weapons & Items


31
074 - Geobrute
Weapon (Warhammer) – Uncommon (740 gp, requires
attunement)
This +1 hammer is made entirely of stone. The head has a
face carved into one side of it, while the hammer's necks and
faces resemble arms and fists.
While attuned you are unaffected by rocky difficult terrain,
and once between long rests, when you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead.
Evolving: If this hammer is left buried in earth on the
Elemental plane of Earth for a decade, it will become a
Gaulem.

075 - Gravattan
Armor (Shield) – Rare (1750 gp, requires attunement)
This +1 stone shield is rough but solid, with several hands
holding rock or each other carved into it.
While attuned to the shield you have resistance to
nonmagical bludgeoning, piercing and slashing damage, are
unaffected by rocky difficult terrain, have advantage on rolls
to prevent being knocked prone, and once between long
rests, when you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead.

076 - Gaulem
Weapon (Maul) – Very Rare (7600 gp, requires attunement)
This +2 maul is made of stone, with the head a sphere of
stones compressed together into a dense and solid mass.
The maul has 5 charges that refresh at noon. As an action,
you can expend charges to cast the following spells: Earth
Tremor (1 Charge, DC 16 Dexterity save); Erupting Earth (3
charges, DC 16 Dexterity save); Meld into Stone (3 charges);
Stone Shape (4 charges); and Wall of Stone (5 charges).
While attuned to the maul you are unaffected by rocky
difficult terrain, have advantage on rolls to prevent being
knocked prone, and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead.

Pokémon Inspired Weapons & Items


32
077 - Pofreta
Weapon (Shortbow) – Uncommon (770 gp, requires
attunement)
The limbs of this bow appear to be made of fire, and while
warm to the touch do not burn. The fire can emit magical
light with a command word, normal light in a 15-foot radius
and dim light for an additional 15-feet, and can be turned off
by repeating the command word.
Attacks with this bow do an additional 1d6 fire damage,
and 2d6 fire damage if you took damage since your last turn.
While attuned to the bow, you can dash as a bonus action.
Evolving: If this bow remains on the Elemental Plane of
Fire for a month, or if you can cover at least 120 feet in a
single round while in or surrounded by burning terrain and
holding the bow, it will become a Rapiflash.

078 - Rapiflash
Weapon (Longbow) – Rare (1870 gp, requires attunement)
The limbs of this +1 bow appear to be made of fire, and
while warm to the touch do not burn, while the handle
resembles a unicorn's head. The fire can emit magical light
with a command word, normal light in a 15-foot radius and
dim light for an additional 15-feet, and can be turned off by
repeating the command word.
Attacks with this bow do an additional 2d6 fire damage,
and 4d6 fire damage if you took damage since your last turn.
While attuned to the bow, you gain 10 feet of movement
and can dash as a bonus action.

Pokémon Inspired Weapons & Items


33
079 - Shellpoke
Weapon (Mace) – Uncommon (350 gp, requires attunement)
This +1 mace is made of drift wood and a large pink
spiraling shell. The shell smells a strange mix of sweet and
salty, and will attract fish when within water.
This mace does not suffer any of the disadvantages of
being used underwater.
While attuned to this mace, you have advantage against
being charmed or frightened
Curse. The mace is cursed, affecting whomever is attuned
to it. Once attuned, you will feel sluggish and lazy, and quite
content to do nothing but relax and lay about. You have
disadvantage on Dexterity rolls and disadvantage on saves
against being put to sleep.
Evolving: If this mace remains on the Astra Plane for a
month, or remains attune to someone with Psionics for an
uninterupted week, it will become a 199 - Yadentking. If a
large shell is placed over top of the mace, it will become a
Shellfoe.

080 - Shellfoe
Weapon (Morningstar) – Rare (700 gp, requires attunement)
This +2 morning star is made of a driftwood handle with a
hard and sturdy spiked shell upon it. The shell smells a
strange mix of sweet and salty, and will attract fish when
within water.
This morning star does not suffer any of the disadvantages
of being used underwater.
While attuned to this morningstar, you have advantage
against being charmed or frightened.
Curse. The morningstar is cursed, affecting whomever is
attuned to it. Once attuned, you will feel sluggish and lazy,
and quite content to do nothing but relax and lay about. You
have disadvantage on Dexterity rolls and disadvantage on
saves against being put to sleep.

Pokémon Inspired Weapons & Items


34
081 - Magnebyte
Weapon (Greatclub) – Uncommon (810 gp, requires
attunement)
This club is made of a heavy metal that other some other
metals stick to. It has two prongs that curve up into a cross
guard, which also has an eye in the middle of it.
When an enemy wearing metal armor or made of metal is
stuck by the club, they must make a Strength save, with the
DC depending on the armor (see the Maglock table below) or
be restrained as the metal pieces stiffens and sticks together,
lasting for 1 minute. They can attempt to break free on their
turn as an action with another Strength roll.
Evolving: If this club remains on the Outer Plane of
Mechanus for a year, it will become a Magnegun.

082 - Magnegun
Weapon (Revolver) – Rare (4100 gp, requires attunement)
This +1 electric revolver has a two pronged barrel, where
lighting seems to spark in the space between. Three eyes
stare unmoving on the revolver's body, while it hums lowly.
While in possession of the revolver, you are resistant to
lighting damage.
See DMG 267 for specifics about revolvers. Revolvers are
considered Martial Ranged Weapons, and this revolver has
the Heavy and Two-Handed properties, weighting 8 lbs. It is
shot similarly to a crossbow, but requires its own proficiency,
and uses Constitution as its attack modifier, but doesn't use a
damage modifier beyond the +1.
The revolver has 6 charges that refresh at dawn, and it also
regains 1 charge each time you are hit with lighting damage.
1 charge can be expended to make an attack against a target
at a range of 40/120. On a successful hit, they take 2d8
lighting damage, and if they are wearing metal armor or
made of metal, they must make a Strength save, with the DC
depending on the armor (see the Maglock table below) or be
restrained as the metal pieces stiffens and sticks together,
lasting for 1 minute. They can attempt to break free on their
turn as an action with another Strength roll.
Maglock Table
Metal Armor Strength Save DC
Chain shirt 13
Scale mail 14
Breastplate 14
Half plate 15
Ring mail 14
Chain mail 16
Splint 17
Plate 18
Made of Metal 20
Shield +2

Pokémon Inspired Weapons & Items


35
083 - Malfetch'd
Weapon (Glaive) – Rare (1380 gp, requires attunement)
This +1 glaive has a green split-blade and wing like guards
on a long slender pole. It smells faintly of leeks.
While attuned to this glaive, you cannot have disadvantage
when attacking with this glaive. If you are afflicted with
something that gives you disadvantage on any roll, such as
Frightened, Poisoned, or Restrained, you have advantage on
your attack rolls with this glaive for as long as it lasts. This
does not trigger if you would automatically fail the roll.

084 - Bōduo
Staff () – Uncommon (180 gp)
This quarterstaff has bird beaks attached at each end,
followed by fluffy, down-like balls of orange-brown feathers.
Attacks with this staff can do piercing damage instead of
bludgeoning damage if you choose, and if you are holding it
two handed you can do a second attack with the staff as a
bonus action, but it doesn't use your ability modifier, just your
proficiency.
Evolving: If this staff remains on the Elemental Plane of
Air for a year, it will become a Bowdrio.

085 - Bowdrio
Weapon (Longbow) – Rare (1850 gp, requires attunement)
The handle of this +1 longbow has a fluffy strap of orange-
brown feathers around the grip with two black feathers
coming off it, and two similar fluffy balls where the handle
and the limbs meet.
While attuned to the bow, you gain the following:
10 feet of movement and you can dash as a bonus action.
Advantage on Perception, Insight and Intimidation
checks.
You can't be surprised while you are conscious.

Pokémon Inspired Weapons & Items


36
086 - Dewrod
Rod () – Uncommon (860 gp, requires attunement)
This rod has soft, fat, fluffy white flippers coming off the
top of it.
While holding this rod, you gain a +1 bonus to spell attack
and damage rolls and to the saving throw DCs of your spells.
While attuned to the rod you have resistance to fire and
cold damage.

087 - Dewlong
Weapon (Pike) – Rare (1870 gp, requires attunement)
This +1 pike has three elegant white ribbons coming off its
guard.
The pike does not suffer any of the disadvantages of being
used underwater.
While attuned to the pike you have resistance to fire and
cold damage, advantage to hide in snowy or icy terrain, and
gain a swim speed equal to your walking speed.

Pokémon Inspired Weapons & Items


37
088 - Grimi
Weapon (Shortsword) – Uncommon (880 gp, requires
attunement)
This pink and purple +1 sword has a strange ooze-like
guard that has a foul and pungent smell that seems to repel
others.
On a successful hit with this sword, the target must make a
DC 14 Constitution save or take 2d6 poison damage and be
poisoned until the end of their next turn, or half the damage
on a save.
While attuned to the sword you have resistance to poison
damage.

089 - Mukchuk
Wondrous (Gloves) – Rare (1890 gp, requires attunement)
These black fingerless gloves have pink trim and seem to
secrete a viscous sticky purple ooze that has a foul and
pungent smell that seems to repel others.
While attuned to the gloves you have resistance to poison
damage, and while wearing them rolls for attempts to grab or
hold things (such as with Grapple and Sleight of Hand) have
advantage.
The gloves give +2 to unarmed strike attack and damage
rolls, and so long as you are wearing the gloves you can coat
a weapon with their poisonous ooze as an action, which lasts
for 1 minute.
When a creature is hit with an unarmed strike from the
gloves or a weapon coated with the gloves' poison, they must
make a DC 17 Constitution save or take 3d6 poison damage
and be poisoned until the end of their next turn, or half the
damage on a save. If a creature is hit multiple time in a turn
with the poison, the save and damage are only applied once.

Pokémon Inspired Weapons & Items


38
090 - Desheller
Weapon (Mace) – Uncommon (900 gp, requires attunement)
The head of this purple mace is made of two large clam
shells with a strange black pearl holding the shells together
and too the handle.
The mace does not suffer any of the disadvantages of being
used underwater. While attuned to the mace you gain +1 AC.
Evolving: If this mace remains on the Elemental Plane of
Water for a year, it will become a Crayster.

091 - Crayster
Weapon (Spear) – Rare (1910 gp, requires attunement)
The head of this +1 spear is made of a large purple spiked
shell that has a large white spike coming out of the top, a
strange black pearl holding the shell to the spear's shaft. It is
slightly cool to the touch.
Attacks with this spear do an additional 1d6 cold damage.
While attuned to the spear you gain +1 AC, and any critical
hits against you becomes normal hits.

Pokémon Inspired Weapons & Items


39
092 - Slashly
Weapon (Longsword) – Uncommon (920 gp, requires
attunement)
This +1 katana comes with a matching dark purple sheath.
When drawn, the blade emits an ethereal purple haze.
When the sword hits a target, it does an additional 1d6
necrotic damage, and they must make a DC 13 Constitution
save or be paralyzed until the end of their next turn.
While attuned to the sword, you are not affected by
nonmagical difficult terrain.

093 - Hauntlers
Wondrous (Gauntlets) – Rare (1930 gp, requires attunement)
This set of dark purple gauntlets have claw like fingers with
small eerie red gems embedded in each of them, and a larger
one embedded in the back of each hand. While attuned to the
gauntlets, you are not affected by nonmagical difficult terrain,
and once between long rests, you can become ghostly, see
Ghostly form, as an action for a maximum of 1 minute.

094 - Kyōgengar
Wondrous (Mask) – Very Rare (9400 gp, requires
attunement)
This dark purple mask has an eerie grin pulled across its
face, while piercing red gems cover the eyes. While wearing
the mask, you are not affected by nonmagical difficult terrain,
and three times between long rests you can, as an action,
become ghostly for a maximum of 1 minute each.
Any creature that starts its turn within 30 feet of you and
can see the mask, even if ghostly, must make a DC 16
Wisdom saving throw or be frightened for 1 minute. They can
repeat the saving throw at the end of each of its turns, with
disadvantage if they are looking in the direction of the mask.
If a creature succeeds on a saving throw or the effect ends,
the creature is immune to being frightened like this for the
next 24 hours.
If the target isn't surprised by the mask's appearance, the
target can avert their eyes and avoid making the initial saving
throw. While averting its eyes, the creature has disadvantage
on attack rolls against you.
Ghostly form
While ghostly, you become incorporeal, your walking speed
becomes a hovering speed, and you can move through other
creatures and objects as if they were difficult terrain. You take
1d10 force damage if you end your turn inside an object, and
2d10 force damage if the form ends while inside an object
before being pushed to a nearby empty space. You can end
the form anytime you want. While ghostly you gain:
Immunity to necrotic and poison damage
Resistance to bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity to the frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained, and unconscious conditions
Darkvision out to 60 ft
Your attacks do an additional 3d6 necrotic damage, and
the target must make a DC 16 Constitution save or be
paralyzed until the end of their next turn.

Pokémon Inspired Weapons & Items


40
095 - Onik
Weapon (Greatsword) – Rare (1950 gp, requires attunement)
This +2 greatsword is made of solid rock and quite heavy.
While attuned to the sword you gain the Mold Earth
cantrip.
When a creature is hit with the sword, it must make a DC
13 Strength save or be knocked prone.

096 - Drowzer
Weapon (Mace) – Uncommon (960 gp, requires attunement)
The head of this yellow mace appears to be made of a large
coiled nose with ears.
While attuned to the mace, you can't be put to sleep by
magical means.
When a creature is hit with the mace, they must make a
DC 11 Wisdom saving throw or they will fall unconscious
into a deep sleep for 1 minutes. A creature awakens if it takes
damage or if someone uses an action to shake or slap it
awake.

097 - Hypnodachi
Weapon (Dagger) – Rare (1970 gp, requires attunement)
This +1 yellow dagger has a pommel that looks like a hand
holding a long string with some strange silver coin tied to the
end of it.
While attuned to the dagger, you can't be put to sleep by
magical means.
When a creature is hit with the dagger, they must make a
DC 14 Wisdom saving throw or they will fall unconscious
into a deep sleep for 1 minutes. A creature awakens if it takes
damage or if someone uses an action to shake or slap it
awake.
The dagger also has 3 charges that refresh at sunset. As an
action, the string and coin can be swung back and forth to
expended 1 charge to cast the Sleep spell.

Pokémon Inspired Weapons & Items


41
098 - Grabby
Weapon (Mace) – Uncommon (890 gp, requires attunement)
The head of this red mace resembles a crab claw, and
smells like it too.
The mace does not suffer any of the disadvantages of being
used underwater.
The mace gives advantage on attempts to grapple a single
small or larger target, and you can make a Claw attack with
the mace in place of a normal attack once a round. The claw
attack does 1d6 bludgeoning damage, and the target is
grappled if they are small or larger. The claw attack can be
done again on any creature grappled this way, automatically
succeeding. Those grappled in this way can escape with a DC
12 Strength check.
Evolving: If this mace remains on the Elemental Plane of
Water for a year, it will become a Klingler.

099 - Klingler
Weapon (Warhammer) – Rare (1990 gp, requires
attunement)
The head of this +1 red warhammer resembles a huge crab
claw, and smells like it too.
The warhammer does not suffer any of the disadvantages
of being used underwater.
The warhammer gives advantage on attempts to grapple a
single small or larger target, and you can make a Claw attack
with the hammer in place of a normal attack once a round.
The claw attack does 1d8 bludgeoning damage, and the
target is grappled if they are small or larger. The claw attack
can be done again on any creature grappled this way,
automatically succeeding. Those grappled in this way can
escape with a DC 16 Strength check.

Pokémon Inspired Weapons & Items


42
100 - Boltorb
Wondrous (Orb) – Common (100 gp)
This red and white orb the size of an apple will hover
slightly above your hand as it crackles with electricity.
As an action, you can throw the orb at a point up to 60 feet
away, where it will explode with lightening. Each creature
within 10 feet of that point must succeed on a DC 11
Dexterity saving throw, taking 3d6 lighting damage on a fail
and half as much on a pass. The orb is destroyed by the
explosion.
Evolving: If this orb remains on the Outer Plane of
Machanus for a month, it will become a Elecsplode.

101 - Elecsplode
Weapon (Mace) – Uncommon (1010 gp, requires attunement)
The head of this mace is a large white and red orb that
crackles with electricity.
You can as an action throw the mace at a point up to 60
feet away, where it will explode with lightening. Each
creature within 10 feet of that point must succeed on a DC
14 Dexterity saving throw, taking 6d6 lighting damage on a
fail and half as much on a pass. The mace can still be used as
a mace after it is retrieved, but can't be exploded again until
after a long rest.

Pokémon Inspired Weapons & Items


43
102 - Tamawama
Weapon (Mace) – Uncommon (210 gp, requires attunement)
The head of this mace looks like a bunch of eggs, some of
which are cracked and broken but still surprisingly durable,
and are tie together with long stands of grass.
The mace has 3 charges that refresh at noon. As an action,
you can expend 1 charge to cast Good Berry. or 2 charges to
cast Mirror Image.
While attuned to the mace you gain the Friends and
Message cantrips.
Evolving: If this mace remains in the Swamp of Oblivion
for a year, it will become a Exegcutor.

103 - Exegcutor
Weapon (Longsword) – Rare (1300 gp, requires attunement)
The handle of this +1 longsword is made of a young palm
tree, with a blade made of long woven leaves and unripe
coconuts for the guard.
The sword has 6 charges that refresh at noon. As an action,
you can expend 1 charge to cast Good Berry. 2 charges to
cast Mirror Image, 4 charges to cast Confusion, or 5 charges
to cast Synaptic Static.
While attuned to the sword you gain the Friends and
Message cantrips.

Pokémon Inspired Weapons & Items


44
104 - Cutbone
Weapon (Rapier) – Uncommon (410 gp, requires attunement)
This saber is made entirely of one solid bone carved into a
point, with an animal skull as the bell guard, tied to it with
orange-brown leather.
While attuned to this rapier, you gain the Toll the Dead
cantrip. The rapier has one charge, refreshing at midnight,
and you can expend it as an action to cast Spirit Guardians.
You can also speak a command word as an action, and the
rapier will gently point in the direction of your nearest parent,
or to their nearest killer if they were killed by someone and
that person is still alive. Parents can include adoptive parents
or grandparents, whomever you consider your primary
parental figures. If everyone who might qualify has passed or
is on another plane of existence, it will not point towards
anyone. This effect can be turned off by repeating the
command word.

105 - Marowack
Staff () – Rare (1500 gp, requires attunement)
This +1 quarterstaff is made of bone magically fused
together, with a skull pointing one way above an orange-
brown leather handle wrapped around its center.
While attuned to this staff, you gain the Toll the Dead
cantrip. The staff has 2 charges, refreshing at midnight, and
you can expend 1 charge as an action to cast Spirit
Guardians.
You can also speak a command word as an action, and the
staff's skull will gently point in the direction of your nearest
child, or to their nearest killer if they were killed by someone
and that person is still alive. Children can include adopted
children, grandchildren, nieces and nephews, and whomever
else you would consider to have significantly helped raised or
a direct descendant. If everyone who might qualify has
passed, is on another plane of existence, or there isn't anyone
like that, it will not point towards anyone. This effect can be
turned off by repeating the command word.

Pokémon Inspired Weapons & Items


45
106 - Powamular
Wondrous (Shoes) – Rare (1650 gp, requires attunement)
These toeless leather boots have three spikes just above
the toes, and the ankles and calves are wrapped by rings of
fabric.
While attuned to these boots, you gain immunity to the
paralysis condition.
While wearing these boots you gain +1 AC and 10
additional feet of movement.
If you move at least 15 feet straight toward a target while
wearing the boots and then attack a target with a simple
melee attack on the same turn, you can choose to add a flying
kick as part of the attack before you roll to hit. If you hit the
target, they take an extra 3d6 piercing damage from the kick,
but if you miss the target, you fly 10 feet past the target and
take 1d6 bludgeoning as you land prone. If there isn't the
space to got 10 feet, due to a wall or furniture, you go as far
as possible and take an addition 1d6 bludgeoning damage.

107 - Ebibrawler
Wondrous (Gloves) – Rare (1650 gp, requires attunement)
These fingerless leather gloves have a padded pink wrap
around the knuckles, while the wrist has a tie of blue fabric
around it.
While attuned to these gloves, you gain immunity to the
stunned condition, and you cannot have disadvantage on
attack rolls.
The gloves give +2 to unarmed strike attack and damage
rolls.

108 - Whipitung
Weapon (Whip) – Rare (1800 gp, requires attunement)
This +1 pink whip resembles a long stretchy and sticky
tongue, while the handle has cream colored wrapping and
trim.
Due to the tongue's sticky nature, it can be used to grab
items weighting no more than 10 pound that are within
range.
While attuned to the whip, you are immune to being
charmed.
When an attack with the whip hits a creature, it must make
a DC 16 Dexterity save or be grappled by the whip, which can
be escape with a DC 14 Strength check on their turn. If a
creature is grappled by the whip an you are within 5 feet of
them, you can use a bonus action to attempt to restrain them
with the whip using an opposing Dexterity roll. If they
become restrained, they can attempt to break free with a DC
18 Strength check on their turn. The whip cannot be used as
a whip when it is grappling or restraining a creature.

Pokémon Inspired Weapons & Items


46
109 - Bopping
Weapon (Mace) – Uncommon (910 gp, requires attunement)
This purple mace has a white skull and bones painted on it
between the numerous bumps that occasionally emit a hiss of
foul-smelling gas.
While attuned to the mace, you are not affected by
nonmagical difficult terrain and have resistance to poison
damage.
Anytime the mace hits something, it emits a small 5 foot
diameter cloud of poisonous gas in a square the target is
occupying. The target and any other creatures in the cloud
must make a DC 14 Constitution save or take 2d6 poison
damage an be poisoned until the end of their next turn, or
half as much damage on a save. The cloud does not last past
the attack. All creatures within the cloud are now covered in
a volatile powder and vulnerable to fire damage unless they
are immune, which lasts until they are hit with fire damage or
they rinse themselves and their clothes. This can include
being hit by a water attack or swimming across a river.
If the mace is placed in a fire or an extremely hot climate
(like the Elemental Plane of Fire), it will explode in a 15-foot
sphere of fire. Everyone within range must make a DC 15
Dexterity save, taking 4d6 fire damage on a fail or half as
much on a pass. The mace is destroyed in the explosion.
Evolving: If this mace remains on the Outer Plane of
Gehenna for a year, it will become a Matadogun.

110 - Matadogun
Weapon (Hunting Rifle) – Rare (6100 gp, requires
attunement)
This +1 purple rifle has three bumpy nodules with white
skulls and bones painted on them, as they occasionally emit a
hiss of foul smelling gas.
While attuned to the rifle, you are not affected by
nonmagical difficult terrain.
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, and this rifle has the
Two-Handed property, weighting 8 lbs. It is shot similarly to a
crossbow, but requires its own proficiency, and uses
Constitution as its attack modifier, but doesn't use a damage
modifier beyond the +1.
The rifle has 5 charges that refresh at sunset. 1 charge can
be expended to make an attack against a target at a range of
80/240 as it fires a compressed bullet of poison. On a
successful hit, they take 2d10 piercing damage. Regardless if
the target is hit or not, the bullet explodes into a 15-foot
diameter sphere of poisonous gas. Any creatures in the cloud
must make a DC 17 Constitution save or take 4d6 poison
damage and be poisoned for 1 minute, or half as much
damage on a save. The cloud does not last past the attack. All
creatures within the cloud are now covered in a volatile
powder and vulnerable to fire damage unless they are
immune, which lasts until they are hit with fire damage or
they rinse themselves and their clothes. This can include
being hit by a water attack or swimming across a river.
If the rifle is placed in a fire or an extremely hot climate
(like the Elemental Plane of Fire), it will explode in a 25-foot
diameter sphere of fire. Everyone within range must make a
DC 18 Dexterity save, taking 8d6 fire damage on a fail or half
as much on a pass. The rifle is destroyed in the explosion.

Pokémon Inspired Weapons & Items


47
111 - Diehorn
Weapon (Greatsword) – Uncommon (210 gp, requires
attunement)
This great sword is made of several panels of solid rock
and quite heavy. The various notches in the blade are
designed to catch opposing weapons.
While holding this sword you have +1 AC.
Any creature hit by the sword must make an opposing
strength check against the hit roll or be knocked prone, and
you can move through the space of any prone creature as if it
was difficult terrain. A creature whose space you've entered
for the first time on a turn must make a DC 12 Dexterity
saving throw, taking 2d6 bludgeoning damage on a failed
save, or half as much damage on a successful one.

112 - Rhybrawn
Weapon (Pike, Drill) – Rare (1210 gp, requires attunement)
This +1 pike is make of carve rock and is quite heavy. The
blade is actually a drill, which will spin when drawn, with
guards behind it designed more to prevent debris from
drilling flying at the person holding the pike rather than
anything else.
While holding this pike you have +1 AC, and you can carve
a circular 5 ft diameter tunnel through solid rock at a rate of
2 ft per round, although while tunneling any other creatures
within 10 feet of you must succeed a DC 15 Dexterity save or
take 1d6 bludgeoning damage from flying debris each round.
Any creature hit by the pike must make an opposing
strength check against the hit roll or be knocked prone, and
you can move through the space of any prone creature as if it
was difficult terrain. A creature whose space you've entered
for the first time on a turn must make a DC 14 Dexterity
saving throw, taking 3d6 bludgeoning damage on a failed
save, or half as much damage on a successful one.

Pokémon Inspired Weapons & Items


48
113 - Chanstaff
Staff () – Rare (1310 gp, requires attunement)
This light pink staff has a cup atop it with an oval stone
resembling an egg in it, and six unusual offshoots with dark
pink tips sprouting from the cup and curling upwards slightly,
as if protecting the egg.
While attuned to the staff, you gain a +1 bonus to spell
attack and damage rolls. If the oval stone is touched to an
uncooked egg, that egg with become a freshly cooked soft-
boiled egg.
The staff has 7 charges that refresh at dawn. You can, as an
action, expend 1 or more charges to cast Cure Wounds, with
each additional charge used upcasting the spell by a level, or
you can expend 2 charges as a luck point (PHB 167) at any
time.
With a luck point, when you make an attack roll, an ability
check, or a saving throw, the luck point lets you roll an
additional d20. you can choose to use a luck point after you
roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability
check, or saving throw.
You can also use a luck point when an attack roll is made
against you. Roll a d20, and then choose whether the attack
uses the attacker's roll or yours. If more than one creature
spends a luck point to influence the outcome of a roll, the
points cancel each other out and no additional dice are rolled.
Evolving: If this staff remains on the Outer Plane of Mount
Celestia for a decade, it will become a 242 - Blisseyumi.

114 - Tanglove
Wondrous (Gloves) – Rare (1410 gp, requires attunement)
These fingerless black gloves have red trim and blue-green
vines entangled around it in an odd but still flexible fashion.
The gloves give +1 to unarmed strike attack and damage
rolls.
While attuned to these gloves, you gain the Thorn Whip
cantrip. The gloves also have 6 charges, which you can use to
cast the following spells: Ensnaring Strike (1 or more
charges, with each additional charge upcasting the spell by a
level); Entangle (1 charge); Spike Growth (2 charges);
Grasping Vine (4 charges).

115 - Kangaskhanda
Weapon (Greatsword) – Rare (1510 gp, requires attunement)
This light-brown +1 great sword has several panels on it,
and a cross guard that appears to be made of a creature's
clawed hands.
While attuned to this sword, if magically put to sleep, you
will automatically wake up at the end of your next turn.
You have advantage on attack rolls against undead with
this sword.
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll if you're wielding this
sword.

Pokémon Inspired Weapons & Items


49
116 - Spraysea
Weapon (Pistol) – Uncommon (610 gp, requires attunement)
This blue water pistol resembles a seahorse, complete with
a cute fin off the back of the handle and little horns on the
top. One of the horns can be pulled back to reveal a water
reservoir that can be filled with a pint of water.
See DMG 267 for specifics about pistols. Pistols are
considered Martial Ranged Weapons, and this pistol has the
loading property, holding 15 shots made from a pint of water,
weighting 3 lbs when empty. It is shot similarly to a crossbow,
but requires its own proficiency, and uses Constitution as its
attack modifier, but doesn't use a damage modifier.
The pistol holds 15 shots at a time before needing to be
reloaded. Reloading takes an action, provided you have an
easy to use water source at hand like a waterskin or a bucket
of water you can submerge the gun in, where a pint of water
is poured into a slot that can be opened on the top of the
pistol. The water must be free of pollutants and debris,
otherwise the gun won't fire and will need to be cleaned out,
but either fresh or salt water can be used.
1 shot can be used to make an attack against a target at a
range of 50/150 as it fires a compressed bullet of water. On a
successful hit, they take 2d6 piercing damage. If you roll a
critical 20 on an attack, you roll 5d6 piercing damage instead
of 4d6.
The pistol does not suffer any of the disadvantages of being
used underwater. While attuned to the pistol you have a swim
speed equal to your walking speed and you can breathe
underwater.
Evolving: If this pistol remains on the Elemental Plane of
Water for a year, it will become a Seadravolver.

117 - Seadravolver
Weapon (Revolver) – Rare (7110 gp, requires attunement)
This +1 water revolver resembles a fierce sea horse,
complete with angular fins on the top and back of the handle.
One of the fins on top can be pulled back to reveal a water
reservoir that can be filled with a pint of water.
See DMG 267 for specifics about revolvers. Revolvers are considered Martial Ranged Weapons, and this revolver has the loading
property, holding 6 shots made from a pint of water, weighting 3 lbs when empty. It is shot similarly to a crossbow, but requires its
own proficiency, and uses Constitution as its attack modifier, but doesn't use a damage modifier beyond the +1.
The revolver holds 6 shots at a time before needing to be reloaded. Reloading takes an action, provided you have an easy to use
water source at hand like a waterskin or a bucket of water you can submerge the gun in, where a pint of water is poured into a slot
that can be opened on the top of the revolver. The water must be free of pollutants and debris, otherwise the gun won't fire and will
need to be cleaned out, but either fresh or salt water can be used.
1 shot can be used to make an attack against a target at a range of 40/120 as it fires a compressed bullet of water. On a
successful hit, they take 2d8 piercing damage. If you roll a critical 20 on an attack, you roll 6d8 piercing damage instead of 4d8.
The revolver does not suffer any of the disadvantages of being used underwater. While attuned to the pistol you have a swim
speed equal to your walking speed and you can breathe underwater.
Evolving: If this revolver remains on the Elemental Plane of Water for a decade, it will become a 230 - Kingdrifle.

Pokémon Inspired Weapons & Items


50
118 - Goldarrow
Weapon (Arrow) – Common (18 gp)
This golden-orange arrow has several light ribbons coming
off the arrow's head and end.
Attacks with this arrow do not suffer any of the
disadvantages of being used underwater, even if the bow
normally would. If used out of water, the arrow automatically
misses a target beyond the bow’s normal range, and even
against a target within normal range, the attack roll has
disadvantage.

119 - Poisstaff
Staff () – Uncommon (191 gp, requires attunement)
This orange staff has a dark orange bulb with a horn on
top, and an elegant ribbon tied around the top in a large bow,
with a loop of fabric magically staying aloft above the bulb,
and black spots covering the staff all over in fanciful patterns.
The staff does not suffer any of the disadvantages of being
used underwater.
While attuned to the staff, you have resistance to fire
damage, a swim speed equal to your walking speed and you
can breathe underwater.
The staff has 1 charge that refreshes at dawn and can be
used to cast Tidal Wave.

Pokémon Inspired Weapons & Items


51
120 - Starthrew
Wondrous (Glove) – Uncommon (210 gp, requires
attunement)
This tan fingerless glove with gold trim has a round red
gem on the back of the hand with gold casing around it with
an offshoot loop going around the pointer finger.
With a command word, the gem can emit normal light in a
10-foot radius and dim light for an additional 10-feet, and can
be turned off by repeating the command word.
This glove has 5 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the Magic
Missile spell from it, with the missiles resembling tiny
spinning stars shooting out of the gem on the back of the
glove. For 1 charge, you cast the 1st-level version of the spell,
and you can increase the spell slot level by one for each
additional charge you expend. The glove regains all of its
expended charges daily at midnight.
While attuned to the glove, whenever you take a short rest
and heal with your hit dice, you can double your Constitution
modifier for the healing. You can also expend a charge to act
as a 1d8 hit dice during a short rest.

121 - Starmiao dao


Weapon (Greatsword) – Rare (1210 gp, requires attunement)
This +1 purple sword is shaped like a 10 point star, and
has a large red gem in the center of the cross guard with gold
trim holding it in.
With a command word, the gem can emit normal light in a
15-foot radius and dim light for an additional 15-feet, and can
be turned off by repeating the command word. The color of
this light can be changed to any color by saying the color with
the command word.
This sword has 5 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the Magic
Missile spell from it, with the missiles resembling tiny
spinning stars shooting out of the gem in the sword's guard.
For 1 charge, you cast the 1st-level version of the spell, and
you can increase the spell slot level by one for each additional
charge you expend. The wand regains all of its expended
charges daily at midnight.
While attuned to the sword, whenever you take a short rest
and heal with your hit dice, you can double your Constitution
modifier for the healing. You can also expend a charge to act
as a 1d8 hit dice during a short rest.
The sword does not suffer any of the disadvantages of
being used underwater.

Pokémon Inspired Weapons & Items


52
122 - Mr. Marotte
Rod () – Rare (1220 gp, requires attunement)
This odd white rod has what appears to be a hand on top
with bulbous fingertips capped with pink dots, two odd tuffs
of navy-blue hair coming off it below that with another pink
dot between them, and a curled foot at the bottom.
While attuned to the rod, you gain a +1 bonus to spell
attack and damage rolls, advantage on all sound-based saves,
and resistance to thunder damage.
This rod has a button on one end. You can use an action to
press the button, which causes the rod to become magically
fixed in place. Until you or another creature uses an action to
push the button again, the rod doesn't move, even if it is
defying gravity. The rod can hold up to 8,000 pounds of
weight. More weight causes the rod to deactivate and fall. A
creature can use an action to make a DC 30 Strength check,
moving the fixed rod up to 10 feet on a success.
The rod also has 6 charges that refreshes at noon, which
can be use to cast the following spells: Silent Image (1
charge, DC 16); Silence (2 charges); Wall of Force (5
charges); Mental Prison (6 charges).
Curse. This rod is cursed. If you expend all of the rod's
charges, you are rendered magically Mute indefinitely,
loosing the ability to make any sound through vocalization.
The muteness can be removed with Remove Curse or
Greater Restoration, but if you expend all the charges again,
you will be affected again.

123 - Inscyther
Weapon (Scythe) – Rare (1320 gp, requires attunement)
This +1 cream and green scythe appears to be made of bug
parts, complete with a semi-transparent blade resembling an
insect wing and foot at the bottom of it.
While attuned to this scythe, you have an additional 5 feet
of movement, advantage on Intimidation and Athletics rolls,
and advantage on Stealth rolls in foliage.
The scythe has 2 charges, refreshing as dusk, and 1 charge
can be expended to cast Mirror Image.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe. Scythes cannot be used with the Polearm Master
feat.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.

Pokémon Inspired Weapons & Items


53
124 - Rodela
Rod () – Rare (1240 gp, requires attunement)
This snow-white rod has a purple orb atop it with golden
hair making it look like a head, beneath which is a smaller
red orb and a pair of free-flowing red ribbons.
While attuned to the rod, you gain a +1 bonus to spell
attack and damage rolls, you have advantage on Performance
rolls to dance, and are immune to being charmed. You can
also as an action kiss a target creature, and they must make a
DC 17 Wisdom saving throw or they will fall unconscious
into a deep sleep for 5 minutes. The creature has
disadvantage on this save if they are charmed by you or one
of your allies. A creature awakens if it takes damage or if
someone uses an action to shake or slap it awake. This effect
only applies to kisses when you want it to.
The rod has 6 charges that refresh at sunset. You can, as
an action, use a charge to determine a target's: statistics, AC
and hit point; damage immunities, resistances and
vulnerabilities; condition immunities, resistances and
vulnerabilities; senses, skills and languages; abilities; actions;
or reactions. This can only be done to a creature once every
24 hours.

125 - Electana
Weapon (Greatsword) – Rare (1520 gp, requires attunement)
This +1 yellow great sword has black strips all over it, two
strange antenna coming off the guard and a yellow and black
tail.
Attacks with this sword do an additional 2d6 lighting
damage, and when a creature is hit, they must make a DC 16
Constitution save or be paralysed until the end of their next
turn.
While attuned to the sword, you are immune to being
magically put to sleep, and resistance to lighting damage.

126 - Magmaki
Weapon (Greatsword) – Rare (1620 gp, requires attunement)
This +1 great sword has a flame pattern on the blade, its
guard has flames out the top, flame colored tassels across it
and a tail with a flame coming off it.
Attacks with this sword do an additional 2d6 fire damage.
With a command word, the flame guard can emit normal
light in a 15-foot radius and dim light for an additional 15-
feet, and can be turned off by repeating the command word.
While attuned to the sword, you are immune to being
magically put to sleep, resistance to fire damage, and you
gain the Create Bonfire cantrip.

Pokémon Inspired Weapons & Items


54
127 - Piksir
Weapon (Pike) – Rare (2170 gp, requires attunement)
This brown +1 pike has two spiked horns on the end of it
followed by a sturdy insectoid head on a long shaft.
While attuned to this pike, you can't have disadvantage on
attack rolls.
Anytime you down a target with the pike, you have
advantage on your next attack.
The pike gives advantage on attempts to grapple a single
small or larger target, and the you can make a Claw attack
with the pike once a round. The claw attack does 1d8
piercing damage, and the target is grappled if they are small
or larger. The claw attack can be done again on any creature
grappled this way, automatically succeeding. Those grappled
in this way can escape with a DC 14 Strength check.

128 - Taurammer
Weapon (Warhammer) – Rare (2180 gp, requires
attunement)
This +1 warhammer resembles a bull's head with bumps
down the forehead, each horn acting as a hammer face, with
a furry trim between the head and the handle, and three
small threads with tuffs of fur on the end of them hanging off
the pommel.
When a target is hit by an attack from the hammer, they
have disadvantage on their next attack.
While attuned to the hammer: if you are hit by a critical hit,
for 1 minute you have advantage on all of your attack rolls;
you have advantage on intimidation rolls; and if you
intimidate someone they have disadvantage on their next
ability or attack roll; and when you make a melee weapon
attack using Strength, you gain a bonus to the damage roll
depending on your level:
Levels 1-8 are +2
Levels 9-15 are +3
Levels 16+ are +4.
Charge. If you move at least 15 feet straight toward a
target and then hit it with an attack from the hammer on the
same turn, the target takes an extra 2d6 bludgeoning
damage.

Pokémon Inspired Weapons & Items


55
129 - Magikrod
Rod () – Common (30 gp)
This orange rod has elegant fins coming off the top, yellow
whiskers coming off them and yellow crown-like flair at either
end.
While holding this rod, you have advantage on
Performance rolls to look useless, silly, weak, or like a fool,
and you gain a swim speed of 10 feet and advantage on
Athletic rolls while swimming.
Cursed. The rod is cursed. As soon as you pick up the rod,
your walking speed is reduced to 5 feet and you have
disadvantage on all Dexterity and Strength rolls as your
movement becomes floppy and weak.
Evolving: If you are able to swim up a waterfall of at least
50 feet while attuned and carrying the rod, the rod will
become a Gyaradachi.

130 - Gyaradachi
Weapon (Greatsword) – Rare (3100 gp, requires attunement)
This blue +2 great sword has white serrated edges
resembling fish fins, a cross guard that looks like elegant fins
and a three-point crest attaching it to the sword.
The sword does not suffer any of the disadvantages of
being used underwater.
When a target is hit by an attack from the sword, they have
disadvantage on their next attack. Anytime you down a target
with the sword, you have advantage on your next attack.
While attuned to the sword: you have advantage on
intimidation rolls; if you intimidate someone, they have
disadvantage on their next ability or attack roll; you gain the
ability to rage (PHB 48) three times between long rests. If
you already have the ability to rage, your number of rages
increase by 3.

Rage (from page 48 of the PHB)


In battle, you fight with primal ferocity. On your
turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if
you aren't wearing heavy armor:
You have advantage on Strength checks and
Strength saving throws.
When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll
that increases as you gain levels, levels 1-8 is
+2, levels 9-15 is +3, and levels 16+ are +4.
You have resistance to bludgeoning, piercing,
and slashing damage.
If you are able to cast spells, you can't cast them
or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you
are knocked unconscious, if your turn ends and you
haven't attacked a hostile creature since your last
turn or taken damage since then. You can also end
your rage on your turn as a bonus action.
Once you have used all your rages, you must
finish a long rest before you can rage again.

Pokémon Inspired Weapons & Items


56
131 - Lapraft
Staff () – Very Rare (6310 gp, requires attunement)
This sea blue staff has a shell covered top with flipper like
appendages.
While attuned to the staff, you gain a +2 bonus to spell
attack and damage rolls, you know Common and Aquan, if
you are hit by a critical hit you instead take normal damage,
and if in rain or water any status conditions you have not
being physically induced (ie being grappled or restrained by
rope or vines) are healed at the start of your turn.
You are also gain a swim speed of 40 feet, advantage on
Athletic rolls while swimming, and are considered to be a
Huge creature for the purpose of determining your carrying
capacity while swimming (PHB 176).

132 - Metawand
Wand () – Very Rare (6320 gp, requires attunement)
This lavender wand looks like it was made of soft goo, and
is soft to the touch. It has a purple orb on top.
While attuned to the rod, you gain a +2 bonus to spell
attack and damage rolls, you are immune to magical
paralysis, and once between long rests you can cast
Shapechange, but the creature you change into must also be
one that you can see when you cast the spell.

Pokémon Inspired Weapons & Items


57
133 - Devee
Weapon (Dagger) – Rare (1330 gp, requires attunement)
This +1 dagger has a fur guard and a fluffy pommel.
This dagger has 3 charges, refreshing at dawn. You can
expend 1 or more charges to cast Absorb Elements, with
each additional charge upcasting the spell by a level.
Evolving: If this dagger is exposed to the energies of a
different plane of existence for an hour, whether by traveling
to the plane or using an elemental node, the dagger will
transform into one of the following items, depending on the
plane in question. This transformation is permanent.
The Elemental Plane of Water: 134 - Vaporent
The Elemental Plane of Air: 135 - Joltike
The Elemental Plane of Fire: 136 - Flarebōn
The Swamp of Oblivion: 470 - Leafcea
Frostfell: 471 - Glançeon
The Astral Plane: 196 - Espeand
Shadowfell: 197 - Umbrekujō
The Fey Wilds: 135 - Sylvijaya
134 - Vaporent
Weapon (Trident) – Very Rare (6350 gp, requires attunement)
This +2 sea blue trident has a navy blue blade atop a spiral
containing a deep blue gem. Two fin like ribbons hang from
the blade.
While attuned to the trident, you have resistance to cold
and fire damage, if you would take damage from water, such
as a crashing wave or whirlpool, you are instead healed, and if
in rain or water any status conditions not being physically
induced (ie grappled, restrained) are healed at the start of
your turn. You gain a swim speed of 60 feet, the ability to
breath water, and advantage on Athletic and Stealth rolls
while swimming. You also gain the Shape Water cantrip.
The trident has 6 charges, which refresh at dawn, and can
be used to cast the following spells: Create or Destroy Water
(1 or more charges); Wall of Water (3 charges); Control Water
(4 charges); Watery Sphere (4 charges).

135 - Joltike
Weapon (Pike) – Very Rare (6350 gp, requires attunement)
This yellow +2 pike has jagged edges at the base of the
blade, with a hole in it containing a light green gem with
electricity running through it.
While attuned to this pike, you are resistant to lighting and
thunder damage and gain the Shocking Grasp cantrip.
Attacks with this pike do an additional 3d6 lighting
damage, and when a creature is hit they must make a DC 18
Constitution save or be paralysed until the end of their next
turn.
The pike has 6 charges, which refresh at dawn, and can be
used to cast the following spells: Witch Bolt (1 or more
charges); Call Lightning (3 or more charges); Lightning Bolt
(3 or more charges); Chain Lightning (6 charges).

Pokémon Inspired Weapons & Items


58
136 - Flarebōn
Staff () – Very Rare (6350 gp, requires attunement)
This red-orange staff has a fiery red gem atop it, followed
by what looks like two large flaming ears and a large fluffy tail
flowing from it.
While attuned to the staff, you gain a +2 bonus to spell
attack and damage rolls, you are resistant to fire and cold
damage, and if you are hit by fire damage or are affected by a
status condition you have advantage on your next attack roll,
even if that status condition would give disadvantage. You
also gain the Produce Flame cantrip.
The staff has 6 charges, which refresh at dawn, and can be
used to cast the following spells: Aganazzar’s Scorcher (2 or
more charges); Flaming Sphere (2 or more charges); Fireball
(3 or more charges); Wall of Fire (4 or more charges).

196 - Espeand
Wand () – Very Rare (6350 gp, requires attunement)
This lavender wand has two large, elegant ears at it's top,
with a hole in-between them and a red orb floating with in it.
A collection of large fluffy whiskers come down from this,
including two that look more like tails. Sparks of purple
psychic energy flicker around the wand.
While attuned to the wand, you gain a +2 bonus to spell
attack and damage rolls, you are resistant to psychic damage,
and any status conditions not being physically induced (ie
grappled, restrained) are automatically inflicted on any enemy
that hits you provided they are not immune to it. You also
gain the Mage Hand cantrip.
The wand has 9 charges that refresh at noon, and can be
used to cast the following spells: Detect Thoughts (2 charge);
Mind Spike (2 or more charges); Clairvoyance (3 charges);
Synaptic Static (5 charges).

197 - Umbrekujō
Staff () – Very Rare (6350 gp, requires attunement)
This black and gold shakujō staff has a large gold ring on
top with smaller golden ring hanging off it and a red-black
orb floating in its center. Two black petals with a golden strip
hang from where the ring is attached to the staff.
While attuned to the staff, you gain a +2 bonus to spell
attack and damage rolls, darkvision out to 60 feet, you are
immune to being stunned, resistant to necrotic damage,
immune to psychic, have advantage when attacking undead,
and any status conditions not being physically induced (ie
grappled, restrained) are automatically inflicted on any enemy
that hits you provided they are not immune to it. You also
gain the Eldritch Blast cantrip.
The staff has 6 charges that refresh at midnight, and can
be used to cast the following spells: Inflict Wounds (1 or
more charge); Ray of Enfeeblement (2 charges); Enemies
Abound (3 charges); Death Ward (4 charges).

Pokémon Inspired Weapons & Items


59
470 - Leafcea
Weapon (Spear) – Very Rare (6350 gp, requires attunement)
This +2 spear has a wooden shaft and a green blade made
of some kind of wood, while two leaves hang off just below
the blade head.
While attuned to this spear, you are resistant to lighting
and thunder damage, and while in sunlight you gain 10 feet
of movement and are immune to any status conditions not
being physically induced (ie grappled, restrained). You also
gain the Druidcraft cantrip.
The spear has 6 charges that refresh at dawn, and can be
used to cast the following spells: Entangle (1 charge); Spike
Growth (2 charges); Speak with Plants (3 charges); Guardian
of Nature (4 charges).

471 - Glançeon
Weapon (Pike) – Very Rare (6350 gp, requires attunement)
This light blue +2 pike has an ice crystal blade atop a long
shaft of ice, while two ribbons of ice hang from just below the
blade head.
While attuned to this pike, you are resistant to cold
damage, snowy or icy terrain is not difficult terrain, have
advantage on Dexterity related rolls in snowy or icy
environments, and you gain the Ray of Frost cantrip.
Attacks with this pike do an additional 3d6 cold damage,
and when a creature is hit, they must make a DC 18
Constitution save or be stunned from shock until the end of
their next turn.
The pike has 6 charges that refresh at sunset, and can be
used to cast the following spells: Ice Knife (1 or more
charges); Snilloc’s Snowball Swarm (2 or more charges); Ice
Storm (4 or more charges); Cone of Cold (5 or more charges).

700 - Sylvijaya
Weapon (Longbow) – Very Rare (6350 gp, requires
attunement)
This pink and cream +2 long bow has several fluffy edges,
including two ear like structures on either side of the handle,
with a cream ribbon bow attached to the lower one, the bow's
long ends dangling freely as their sky blue tips flutter about.
While attuned to this longbow, you are immune to non-
magical damage from dragons, have advantage on attacks
against dragons, and gain the Word of Radiance cantrip.
Attacks with this long do an additional 3d6 radiant
damage, and when a creature is hit they must make a DC 18
Wisdom save or be charmed until the end of their next turn.
The bow has 6 charges that refresh at dawn, and can be
used to cast the following spells: Faerie Fire (1 charge);
Guiding Bolt (1 or more charges); Moonbeam (2 or more
charges); Wall of Light (5 or more charges).

Due to the fact that there aren't Eeveelutions for all


the elements, there are some gaps, such as with
the Elemental Plane of Earth. If there's enough
demand for it, I might create something to fill this
gap. 076 - Gaulem is a suitable stopgap if you wish.

Pokémon Inspired Weapons & Items


60
137 - Porygong
Weapon (Mace) – Very Rare (7310 gp, requires attunement)
This pink and blue +2 mace is oddly angular and vaguely
resembles some kind of duck.
While attuned to this mace, you don't require air, food,
drink, or sleep to survive, but rests are still required for
recovery, and you are resistant to being magically charmed,
frightened, paralyzed, petrified, or poisoned.
The mace has 6 charges that refresh at dawn. You can, as
an action, use a charge to determine a target's: statistics, AC
and hit point; damage immunities, resistances and
vulnerabilities; condition immunities, resistances and
vulnerabilities; senses, skills and languages; abilities; actions;
or reactions. This can only be done to a creature once every
24 hours.
You can also expend a charge as a reaction to either
become resistant to the last type of damage you took for 1
minute or to change the color of your skin and clothes to
match your surrounding terrain, gaining advantage on all
Stealth rolls to hide in that terrain for 1 minute.
If you hit a target that went before you in initiative with this
mace, you do an extra 2d6 bludgeoning damage.

138 - Omacyte
Weapon (Mace) – Rare (3810 gp, requires attunement)
This +1 mace is made of a spiral shell, with part of it having
been drawn out and transformed into a handle with magic.
Blue tentacle like appendages dangle from the bottom of the
shell and the handle.
While attuned to this mace, you gain 10 feet of swim speed,
the ability to breath underwater, and if you are hit by a critical
hit you instead take normal damage.
The mace does not suffer any of the disadvantages of being
used underwater.

139 - Omasward
Weapon (Greatsword) – Very Rare (9310 gp, requires
attunement)
This +2 great sword is made of a shaped shell with
numerous spikes along the edges. Blue tentacle like
appendages act as the cross guard, with what appears to be a
mouth full of jagged teeth in the center.
While attuned to this sword, you gain 15 feet of swim
speed, the ability to breath underwater, and if you are hit by a
critical hit you instead take normal damage.
The sword does not suffer any of the disadvantages of
being used underwater.

Pokémon Inspired Weapons & Items


61
140 - Kabuclaw
Wondrous (Claws) – Rare (4010 gp, requires attunement)
These claws are made with stone brown carapaces with 3
short stubby claws on each.
The claws fit the wearer’s hands and covers the wrist.
While wearing the claw you can’t manipulate objects or cast
spells with somatic components.
You can use the claw as a melee weapon while wearing it.
You have proficiency with it, it uses your Strength modifier, it
does +1 to attack and damage rolls, and it deals 1d8 slashing
damage on a hit.
While attuned to the claws, you gain 10 feet of swim speed,
the ability to breath underwater, and if you are hit by a critical
hit you instead take normal damage.
The claws do not suffer any of the disadvantages of being
used underwater.

141 - Kabushot
Weapon (Heavy Crossbow) – Very Rare (9410 gp, requires
attunement)
This +2 crossbow appears to be made of pieces of rock
hard carapaces, with the spring limbs made of some sort of
insect arms.
While attuned to this crossbow, you gain 15 feet of swim
speed, the ability to breath underwater, and if you are hit by a
critical hit you instead take normal damage.
The crossbow does not suffer any of the disadvantages of
being used underwater.

Pokémon Inspired Weapons & Items


62
142 - Aerodactar
Weapon (Scimitar) – Very Rare (7050 gp, requires
attunement)
This +2 scimitar appears to be made of stone to resemble a
dragon wing, with the inner wing made of purple stone as the
blade.
While attuned to this scimitar, you have advantage on
Intimidation rolls, and any enemy within 30 feet of you that
attempts to cast a spell, use charges from a magic item, use
Ki points, use Sorcery points, or any other similar multi-point
system to cause an effect must use a 1 level higher spell slot
or one more point/charge in order to cause the effect. This
does not apply to effects like Rage, Bardic Inspiration,
Channel Divinity, Wildshape, Divine Smite.

143 - Snorwack
Weapon (Greatclub) – Very Rare, Heavy (8110 gp, requires
attunement)
This dark blue +2 club resembles some sort of bear like
creature, with a cream-colored face, pointed ears and two
stubby arms. The club is heavy, feeling like it is filled with
lead pellets.
Attacks with this club do an extra 1d8 bludgeoning
damage.
While attuned to this club, you cannot be pushed or lifted
by others, immune to the poison condition, resistance to
poison, fire and cold damage, immune to any negative effects
of poisoned food or drink you consume, and gain double the
benefit of magical food or drink you consume, such as health
potions or spells like Heroes' Feast.
Curse. This club is cursed. While attuned to the mace, you
will always feel hungry and be compelled to eat any food you
come across. Whenever you come across any food that is
edible you must make a DC 14 Wisdom or go into an eating
frenzy until you can no longer find any food. You can attempt
the save again after 1 minute.
You also have disadvantage on saves against being put to
sleep, and after an eating frenzy you must succeed a DC 14
Wisdom save, which you do have disadvantage on, or fall
asleep, and cannot be awoken by non-magical means for at
least 1 minute.

Pokémon Inspired Weapons & Items


63
144 - Arpikuno
Weapon (Pike) – Legendary (44,100 gp, requires attunement)
This +3 pike has an ice blue blade accented by blue wings Attacks with this pike do an additional 5d6 cold damage, and
with a long blue tail feather attached just below them, all when a creature is hit, they must make a DC 17 Constitution
made of ice. save or be stunned from shock until the end of their next
While attuned to this pike: you are immune to cold damage turn. They can repeat this save at the end of their turn.
and effects from cold weather; you are not affected by icy or As an action, you can plant the end of the pike in the
snowy difficult terrain; have advantage on Survival and ground and turn the ground 60 feet around you into icy
Dexterity related rolls in snowy or icy environments; and you terrain for 1 minute. Anytime a creature tries to move across
gain the Ray of Frost cantrip and the Ice Knife spell, which the terrain they must succeed a DC 15 Acrobatics check or
you can cast 4 times at 3rd level between short or long rests. slip and fall prone, taking 2d6 bludgeoning damage.
Any enemy within 30 feet of you that attempts to cast a While holding the pike, you can speak a command word
spell, use charges from a magic item, use Ki points, use and it will gently pull towards anyone lost in a snowy or icy
Sorcery points, or any other similar multi-point system to environment, pulling harder the closer they are. This effect
cause an effect must use a 1 level higher spell slot or one can be turned off by repeating the command word. You can
more point/charge in order to cause the effect. This does not not yourself become lost while in a snowy or icy environment.
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


64
145 - Zapbos
Weapon (Longbow) – Legendary (45,100 gp, requires attunement)
This +3 longbow has jagged yellow and black edges, while its Attacks with this bow do an additional 5d6 lightning damage,
arms look vaguely like bird's wings. and the first a creature hit in a round must make a DC 17
While attuned to this longbow: you are immune to lightning Constitution save or be paralysed until the end of their next
damage; you gain the Shocking Grasp cantrip and the turn. They can repeat this save at the end of their turn.
Lightning Arrow spell, which you can cast 4 times at 3rd level As an action, you can hold this bow up to the sky and send
between short or long rests. out a shockwave of electricity. Each creature of your choice
If a creature performs an attack which does lightning within 60 feet of you must succeed on a DC 15 Constitution
damage that you are in range of targeting another creature, saving throw or become paralysed for 1 minute. They can
the targeting is automatically switched to you. repeat this save at the end of their turn. If a creature is
Any enemy within 30 feet of you that attempts to cast a immune to lighting damage, they are immune to this effect.
spell, use charges from a magic item, use Ki points, use If you fall, instead of taking fall damage, that damage
Sorcery points, or any other similar multi-point system to instead becoming lightning damage that gets discharged
cause an effect must use a 1 level higher spell slot or one when you land equal to how far you fell, to a maximum of 90
more point/charge in order to cause the effect. This does not feet, with creatures within taking half damage if they succeed
apply to abilities like Rage, Bardic Inspiration, Channel a DC 13 Dexterity save. You take no damage from the fall
Divinity, Wildshape, and Divine Smite. itself.
While holding the bow, you can speak a command word
and it will gently pull towards the nearest lightning storm.
This effect can be turned off by repeating the command word.

Pokémon Inspired Weapons & Items


65
146 - Moltrestoc
Weapon (Longsword) – Legendary (46,100 gp, requires attunement)
This +3 longsword has a long orange-yellow blade, a cross Anyone who attempts to grapple or restrain you while you are
guard that looks like flaming bird wings with a curled swan's holding the sword must succeed a DC 13 Dexterity save or
head in between them. A small flame is emitted from the take 2d6 fire damage from contact with the sword.
swan's forehead, and another flame comes from the pommel. Any enemy within 30 feet of you that attempts to cast a
The blade is burning hot to the touch. spell, use charges from a magic item, use Ki points, use
While attuned to this sword you are immune to fire Sorcery points, or any other similar multi-point system to
damage, submerging yourself in incredibly hot substances cause an effect must use a 1 level higher spell slot or one
like magma heals you for 1/10th the damage it would cause more point/charge in order to cause the effect. This does not
rounding up, you gain the Fire Bolt cantrip and the Fireball apply to abilities like Rage, Bardic Inspiration, Channel
spell, which you can cast 4 times at 3rd level between short or Divinity, Wildshape, and Divine Smite.
long rests. While holding the sword, you can speak a command word
Attacks with this sword do an additional 5d6 fire damage, and it will emit magical light, normal light in a 30-foot radius
and when a target is hit, they must make a DC 15 and dim light for an additional 30-feet, and can be turned off
Constitution save or gain a level of exhaustion from sudden by repeating the command word. You can also speak another
heatstroke. command word and the sword will gently pull toward the
As an action, you can swing the sword around you and nearest volcano or open magma. This effect can be turned off
send out a wave of heat. Each creature of your choice within by repeating the command word.
60 feet of you must succeed on a DC 15 Constitution saving
throw or gain a level of exhaustion from sudden heatstroke. If
a creature is immune to fire damage, they are immune to this
effect.

Pokémon Inspired Weapons & Items


66
147 - Dagtini
Weapon (Dagger) – Rare (4710 gp, requires attunement)
This sky blue +1 dagger has fin like cross guards, a large
pearl embedded between them, a smaller pearl above that
and another pearl as the pommel.
While attuned to this dagger, you gain 10 feet of swim
speed, have advantage on stealth rolls when attempting to
hide underwater, if you are suffering from any status
conditions you gain +2 AC, and as a reaction you can attempt
to remove any status condition you have not being physically
induced (ie grappled, restrained). Roll 1d6, and on a 5 or 6,
you're cured of the condition as your skin seems to shed a
thin layer of magical energy that dissipates into the air.
Evolving: If this dagger is submerged in the blood of a
good aligned dragon for a week, it will become a
Dragonihonto.

148 - Dragonarica
Staff () – Very Rare (8410 gp, requires attunement)
This sky-blue staff has a navy-blue orb embedded in its top,
a wing on either side with a point on top. Two smaller navy-
blue orbs are set in the staff's bottom.
While attuned to this staff, you gain a +2 bonus to spell
attack and damage rolls, you know Draconic, you gain 10 feet
of swim speed, gain 10 feet of fly speed, have advantage on
stealth rolls when attempting to hide underwater, if you are
suffering from any status conditions you gain +2 AC, and as a
reaction you can attempt to remove any status condition you
have not being physically induced (ie grappled, restrained).
Roll 1d6, and on a 5 or 6, you're cured of the condition as
your skin seems to shed a thin layer of magical energy that
dissipates into the air.
You can also cast Control Weather once per day using the
staff, refreshing at dawn.
While attuned to the staff, you gain the ability to rage (PHB
48) one time between long rests. If you already have the
ability to rage, your number of rages increase by 1.

Pokémon Inspired Weapons & Items


67
149 - Dragonihonto
Weapon (Longsword) – Legendary (49,100 gp, requires attunement)
This light orange +3 longsword has guards that look like While attuned to the sword, you gain the ability to rage (PHB
dragon wings, with two clawed hands encircling each other in 48) three times between long rests. If you already have the
the center with two long whiskers descending from there. ability to rage, your number of rages increase by 3.
The handle is wrapped in a soft cream-colored leather.
While attuned to this sword, you know Draconic, you gain Rage (from page 48 of the PHB)
30 feet of fly speed, you have no difficulty flying through In battle, you fight with primal ferocity. On your turn, you can
stormy weather, are immune to being stunned, if you are enter a rage as a bonus action.
suffering from any status conditions you gain +2 AC, and as a While raging, you gain the following benefits if you aren't
reaction you can attempt to remove any status condition you wearing heavy armor:
have not being physically induced (ie grappled, restrained). You have advantage on Strength checks and Strength
Roll 1d6, and on a 5 or 6, you're cured of the condition as saving throws.
your skin seems to shed a thin layer of magical energy that When you make a melee weapon attack using Strength,
dissipates into the air. you gain a bonus to the damage roll that increases as you
While at full health, any damage done to you is reduced by gain levels, levels 1-8 is +2, levels 9-15 is +3, and levels 16+
half, rounding up to the nearest point of damage and at a are +4.
minimum of 1 damage. You have resistance to bludgeoning, piercing, and slashing
As an action, you can speak a command word and the damage.
sword will gently pull towards the nearest person lost or in
need of rescue at sea, pulling harder the closer they are. If you are able to cast spells, you can't cast them or
While at sea, you can also speak another command word and concentrate on them while raging.
the sword will gently pull towards the closest land. Both of Your rage lasts for 1 minute. It ends early if you are
these effects can be turned off by repeating their command knocked unconscious, if your turn ends and you haven't
word. attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your turn
as a bonus action.
Once you have used all your rages, you must finish a long
rest before you can rage again.

Pokémon Inspired Weapons & Items


68
150 - Mewtwodao
Weapon (Greatsword) – Legendary (51,100 gp, requires attunement)
This white-gray +3 great sword has spirals wrapping around The sword has 15 charges that refresh at midnight, and can
the sides and through the holes in the center of the blades. A be used to cast the following spells, and additional charges
long thick purple tail-like cord that ends in a small bulb hangs can be used to upcast at one charge per level to a maximum
from the guard. of 9 charges.
While attuned to this sword, you have advantage on
Intimidation and Intelligence rolls, gain the Mage Hand and Detect Thoughts (2 charge)
Vicious Mockery cantrips, a hover speed of 30 feet, you are Misty Step (2 charges)
resistance to psychic damage, and any enemy within 30 feet Mind Spike (2 or more charges)
of you that attempts to cast a spell, use charges from a magic Clairvoyance (3 charges)
item, use Ki points, use Sorcery points, or any other similar Dominate Beast (4 or more charges)
multi-point system to cause an effect must use a 1 level Synaptic Static (5 charges)
higher spell slot or one more point/charge in order to cause Telekinesis (5 charges)
the effect. This does not apply to abilities like Rage, Bardic Rary's Telepathic Bond (5 charges)
Inspiration, Channel Divinity, Wildshape, and Divine Smite. Dominate Person (5 or more charges)
The sword does an additional 4d6 psychic damage on a hit, Teleport (7 charges)
and attacks with this sword do not use the target's Armor Telepathy (8 charges)
Class to determine hits, but rather the target's Intelligence Dominate Monster (8 or more charges)
score. Psychic Scream (9 charges)

Pokémon Inspired Weapons & Items


69
151 - Mewang
Weapon (Dagger) – Artifact (requires attunement)
This +4 light pink dagger has a double guard, the bottom one Wild Shape, from PHB 66
looking like two rodents paws. A long thin tail-like cord that While you are transformed, the following rules apply:
ends in a small bulb hangs from the guard. Your Stats are replaced by the beast's Stats, but you retain
While attuned to this dagger, you have advantage on your personality, Int, Wis, and Char scores, all of your skill
Stealth, Charisma and Intelligence rolls, gain the Mage Hand and saving throw proficiencies, and gain those of the
cantrip, a fly speed of 30 feet, you are immune to psychic creature, using the higher one if you both have it. You don't
damage, and any status conditions not being physically gain any legendary or Lair Actions.
induced (ie grappled, restrained) are automatically inflicted You gain the beast's HP and Hit Dice. If you are knocked
on any enemy that hits you provided they are not immune. unconscious or choose to revert as a bonus action, you return
The dagger does an additional 4d6 psychic damage on a to the HP you had before you transformed. If you drop to 0
hit, and when using the dagger to attack, you can choose to HP, you revert to normal and carry over any excess damage.
use the target's Intelligence score instead of the target's You can't cast Spells, and your ability to speak or take
Armor Class to determine hits, but you must declare which actions that requires hands is limited to the capabilities of
you're using before you roll. your beast form. Transforming doesn't break Concentration
Anything psychic damage done within 30 feet of the dagger on an already cast spell, or prevent you from taking actions
has the number of damage dice increased by 50%. that are part of a spell that you've already cast.
The dagger has 20 charges that refresh at dawn, and can You retain the benefit of any features from your class, race,
be used to cast the following spells, and additional charges etc and can use them if the new form is physically capable.
can be used to upcast at one charge per level to a maximum However, you can't use any of your Special Senses, such as
of 9 charges. You can also use charges to Wild Shape (PHB Darkvision, unless your new form also has that sense.
66) as a bonus action, using 1 charge per CR of the beast You choose whether your Equipment falls to the ground,
you're going to change into, or 2 charges per CR of an merges into your new form, or is worn by it. Worn Equipment
elemental, to a maximum of 10 charges for either. You can functions as normal, but the DM decides whether it is
stay in this form for a maximum of 10 hours. practical for the new form. Your Equipment doesn't change
Shield (1 charge) size or shape, and any Equipment that the new form can't
Detect Thoughts (2 charge) wear must either fall to the ground or merge with it.
Misty Step (2 charges) Equipment that merges with the form has no effect until you
Invisibility (2 or more charges) leave the form.
Mind Spike (2 or more charges)
Clairvoyance (3 charges)
Greater Invisibility (4 charges)
Synaptic Static (5 charges)
Telekinesis (5 charges)
Rary's Telepathic Bond (5 charges)
Teleport (7 charges)
Telepathy (8 charges)
Shapechange (9 charges)

Pokémon Inspired Weapons & Items


70
??? - MissingNaginata
Weapon (Glaive) – Artifact (requires attunement)
This purple, black and gold +4 glaive is surround by strange Rarity Damage Save DC Sphere Radius
purple, black and gold magical energy that fluctuates Common 3d6 10 10 feet
between swirling smoke and rigid rectangular forms.
The glaive has a strange engraving written upon it that says Uncommon 6d6 13 15 feet
"コメント さくせいちゅう Comment to be written" Rare 10d6 16 30 feet
When you attune to this glaive, an item of the DM's choice Very Rare 13d6 19 60 feet
that is on you is duplicated 128 times. This can include coins,
torches, weapons, armor, and any other item you're carrying, Legendary 16d6 22 90 feet
with the exception of the glaive itself. Artifacts 20d6 25 120 feet
Attacks with this glaive do an additional 8d6 force damage.
This glaive can be used to destroy magic items that are not Cursed. This glaive is cursed, and you become cursed as
attuned to or held by a creature by stabbing the item with the soon as you touch the glaive. Attacks on you always have
glaive as an action. If the item doesn't have a specific reaction advantage, you have disadvantage on all rolls, and your speed
upon destruction (such as the Bag of Holding), then the item is reduced to 10 feet.
is destroyed is an explosive manner once stabbed. History itself is also corrupted, with any number of your
The item explodes in a sphere of magical energies, and all accomplishments becoming attributed to other people.
creatures within that sphere must make a Dexterity save, Your appearance will slowly start to change to resemble
taking half the damage on a save and full damage on a fail. the magical energy surround the glaive, and your vision will
The sphere's radius, save DC and damage dice depend on the become cloudier with the magic. You will begin to see
item's rarity, as detailed on the adjacent table. The damage duplicates of creatures and objects flicker in and out of
type is in line with the item's property, such as fire-based existence.
items doing fire damage, armor shattering into slashing Any experience you earn is subtracted from your
damage, and so forth. experience total instead of added.
Nothing short of a Wish spell or divine intervention can
remove this curse, but this might not fix any or all of the
corruption to your history or appearance that you incurred.

Pokémon Inspired Weapons & Items


71
??? - Scythe of the Vengeful Mother
Weapon (Scythe) – Artifact (requires attunement)
This +4 scythe is made of bone, with an animal skull on top You can, as an action, speak a command word, and the scythe
that a blade made of ghostly fire is emitted from. The blade will pull towards the nearest orphan, pulling harder the
can be recalled and extended with a command word, making closer they are. You can also speak another command word
it look like a staff made of bone when the blade is recalled. and the scythe will pull towards the nearest child killer,
While attuned to the scythe, you are not affected by pulling harder the closer they are. These effects can be
nonmagical difficult terrain, have advantage on all Dexterity turned off by repeating their respective command word.
rolls, advantage to prevent being grappled or restrained, and
ten times between long rests you can, as an action, become Ghostly form
ghostly for a maximum of 1 minute each time. While ghostly you become incorporeal, your walking speed
Attacks with this scythe do an extra 6d6 necrotic damage, becomes a hovering speed, and you can move through other
and another extra 4d6 necrotic damage to child killers. Any creatures and objects as if they were difficult terrain. You take
creature hit with an attack must make a DC 13 Intelligence 1d10 force damage if you end your turn inside an object, and
save or be teleported to a point of your choosing that you are 2d10 force damage if the form ends while inside an object
aware of that is up to 60 feet away in an unoccupied space at before being pushed to a nearby empty space. You can end
the same height, so creatures can't be teleported 60 feet into the form at anytime you want. While ghostly you gain:
the air or into solid objects, but can be teleported into other
rooms or over open pits. Immunity to necrotic and poison damage
Resistance to bludgeoning, piercing, and slashing damage
from nonmagical weapons
Scythes Immunity to the frightened, grappled, paralyzed, petrified,
Scythes are Martial Melee Weapons, functioning as poisoned, prone, restrained, and unconscious conditions
a cross between a Halberd, a Glaive and a Scimitar, Darkvision out to 60 ft
and anyone proficient with any of those weapons Your attacks do an additional 3d6 necrotic damage, and
has proficiency with a Scythe. Scythes cannot be the target must make a DC 16 Constitution save or be
used with the Polearm Master feat. paralyzed until the end of their next turn.
A common scythe costs 20 gp, does 1d10
slashing damage, weights 6lb., and has the heavy
and two-handed properties.

Pokémon Inspired Weapons & Items


72
152 - Chikoritang
Weapon (Boomerang) – Uncommon (215 gp, requires
attunement)
This boomerang resembles a root and leaf, both of which
are thin but solid. It does have a pleasant aroma though.
While attuned to this boomerang, if you are in direct
sunlight, any status conditions you have not being physically
induced (ie grappled, restrained) are healed at the start of
your turn. Any creature hit by the boomerang has
disadvantage on Dexterity saves until the end of their next
turn, and the next attack on them has advantage.
Boomerangs
Boomerangs are Simple Ranged Weapons, functioning as a
cross between a Javelin and a Club, and anyone proficient
with those weapons has proficiency with a Boomerang. A
common boomerang costs 10 gp, does 1d4 bludgeoning
damage, weights 1 lb., and has the light, finesse and thrown
(range 60/120) properties. Ranged attacks with the
boomerang can ignore cover if the thrower has a clear
circular path between themselves and the target (ie if the
target is hiding behind a pillar, but not around a corner).
They can also target a secondary creature that is on the
way to or near their initial target, who must make a Dexterity
save against the thrower’s hit roll. On a fail they take half the
damage rolled, and on a success, they take no damage.
Regardless if the boomerang hits any of its targets, it
returns to the thrower’s hand. They have disadvantage under
water.

153 - Baylaive
Weapon (Glaive) – Rare (1530 gp, requires attunement)
This +1 glaive has a long leaf as its blade on a wood pole.
The leaf emits a pleasant aroma.
While attuned to this glaive, if you are in direct sunlight,
any status conditions you have not being physically induced
(ie grappled, restrained) are healed at the start of your turn.
You can also speak a command word and it will pull towards
the nearest place that would be good to plant a plant.
Any creature hit by the glaive has disadvantage on
Dexterity saves until the end of their next turn, and the next
attack on them has advantage.

154 - Meganistaff
Staff () – Very Rare (15,400 gp, requires attunement)
This staff has a large flower on its top that's emitting a
pleasant aroma.
While attuned to the staff, you gain a +2 bonus to spell
attack and damage rolls, if you are in direct sunlight, any
status conditions you have not being physically induced (ie
grappled, restrained) are healed at the start of your turn. You
can also speak a command word and it will pull towards the
nearest place that would be good to plant a plant. As an
action, you can plant the bottom of the staff into the ground
and emit a sweet scent from the staff. All creatures within 30
feet of you must make a DC 16 Constitution save or have
disadvantage on Dexterity saves until the end of their next
turn, and the next attack on them has advantage. All plant-
based spells and abilities done within 30 feet of the staff will
do 50% more damage or otherwise be 50% more effective.
Pokémon Inspired Weapons & Items
73
155 - Cyndaquilamp
Wondrous (Lamp) – Uncommon (155 gp, requires
attunement)
This lamp has a black back with a patch of four red circles
and a cream-colored bottom. A small flame can be produced
from the back, which can be turned on and off with a
command word, shining magical normal light in a 30-foot
radius and dim light for an additional 30 feet.
While attuned to this lamp, if you are at half or less of your
hit points, any fire-based spells and abilities you do 50% more
damage or are otherwise effective. You can use the lamp to
cast the Fire Bolt cantrip from the snout of the lamp, using
Charisma as your spell modifier.
Anyone who attempts to grapple or restrain you while you
are holding the lit lamp must succeed a DC 10 Dexterity or
take 1d6 fire damage from contact with the flame.

156 - Magmakram
Weapon (Chakram) – Rare (1560 gp, requires attunement)
This +1 Chakram has a black blade along its edge, with a
cream-colored interior and cross handle. The blade edge is
warm to the touch, and can emit flame with a command
word, shining magical normal light in a 15-foot radius and
dim light for an additional 15 feet.
While attuned to this chakram you are resistant to fire
damage. Attacks with this chakram do an additional 1d6 fire
damage, and when you do a critical hit the chakram does 3d6
fire damage instead of 2d6.
Chakram
Chakrams are Simple Melee Weapons, functioning as a cross
between a Dagger and a Dart, and anyone proficient with
those weapons has proficiency with a Chakram. A common
chakram is a flat metal hoop with a sharpened outside edge,
costs 10 gp, does 1d6 slashing, weights 1 lb., and has the
finesse, light, and thrown (range 20/60) properties. The
chakram must be recovered to be thrown again.
They do not suffer any of the disadvantages of being used
underwater.

157 - Typhlance
Weapon (Lance) – Very Rare (15,700 gp, requires
attunement)
This +2 lance has a long black blade with fire shooting out
the back. This fire shines a magical normal light in a 15-foot
radius and dim light for an additional 15 feet, and can be
turned on and off with a command word. When the fire is on,
you are surrounded by a shimmering heat haze that makes
you and any Large or smaller creature you're riding difficult
to see, making attacks on you have disadvantage.
Attacks with this lance do an extra 3d6 fire damage, with a
critical hit doing 8d6 fire damage instead of 6d6.
While attuned to this lance, you have advantage on
Intimidation rolls, and are immune to fire damage. If you are
hit with fire damage or are at half or less of your hit points,
any fire-based spells and abilities you do will do 50% more
damage or are otherwise effective. If both conditions apply,
you do double damage.

Pokémon Inspired Weapons & Items


74
158 - Totodagger
Weapon (Dagger) – Uncommon (185 gp, requires
attunement)
This blue dagger has an eggshell colored V above the
handle, several red and then white ridges along its back, as
well as a red spike for a pommel.
While attune to this dagger, if you perform an attack or
spell that has additional effects to doing damage, such as
causing a status condition or imposing disadvantage on rolls,
you can choose to substitute all of the effects for an additional
damage dice per effect to the attack or spell.
Evolving: If this dagger remains on the Elemental Plane of
Water and/or Swamp of Oblivion (travel between the two
does not reset the counter) for a year, it will become a
Croconaxe.

159 - Croconaxe
Weapon (Battleaxe) – Rare (1590 gp, requires attunement)
This +1 battleaxe has an eggshell colored blade with blue
spots, a blue handle, some red flair where the blade attaches
to the handle, and a red spike for a pommel.
While attune to this axe, if you perform an attack or spell
that has additional effects to doing damage, such as causing a
status condition or imposing disadvantage on rolls, you can
choose to substitute all of the effects for an additional
damage dice per effect to the attack or spell. If you are at or
below half your health, any water-based spells and abilities
you do will do 50% more damage or are otherwise effective.
If you have lost or loose any teeth while attuned to the axe,
the teeth will regrow one at a time, each tooth taking 2d4
days.
The axe does not suffer any of the disadvantages of being
used underwater.
Evolving: If this axe remains on the Elemental Plane of
Water and/or Swamp of Oblivion (travel between the two
does not reset the counter) for a decade, it will become a
Feraligaxe.

160 - Feraligaxe
Weapon (Greataxe) – Very Rare, Two-Handed (16,000 gp,
requires attunement)
This +2 greataxe has a large blue blade just above where
the blade is attached to the handle. The handle has three sets
of red spines, each with three points.
While attune to this axe, you gain an additional 30 feet of
swim speed, advantage on Athletic and Intimidation rolls, if
you perform an attack or spell that has additional effects to
doing damage, such as causing a status condition or
imposing disadvantage on rolls, you can choose to substitute
all of the effects for an additional damage dice per effect to
the attack or spell. If you are at or below half your health, any
water-based spells and abilities you do will do 50% more
damage or are otherwise effective.
If you have lost or loose any teeth while attuned to the axe,
the teeth will regrow one at a time, each tooth taking 1d4
days.
The axe does not suffer any of the disadvantages of being
used underwater.

Pokémon Inspired Weapons & Items


75
161 - Sentwak
Weapon (Club) – Common (16 gp, requires attunement)
This brown club has a spiral of light and dark brown bands
as the main body of the club, with a cross guard that looks
like ears and a cream circle in the center.
While attuned to this club, you have +1 to your Passive
Perception.

162 - Furracet
Wondrous (Bracer) – Uncommon (162 gp, requires
attunement)
This leather bracer has two ear-like numbs and a cream-
colored length of fur with light brown strips.
While attuned to this bracer, you have +1 to your Passive
Perception, are considered one size smaller for the purpose
of squeezing, cannot have disadvantage on attack rolls via
non-magical means (such as the dodge action), and have
advantage on Dexterity rolls to dodge attacks, abilities and
spells or other things requiring you to be evasive.

Pokémon Inspired Weapons & Items


76
163 - Cutehoot
Wondrous (Fan) – Common (15 gp)
This light brown folding fan is made of fine feathers, with
an odd clockwork looking fixture over the joint. The fan can
be opened and closed with a flick of the wrist as a bonus
action.
By holding the fan to your fan and speaking a command
word and giving a time (including shifting times like sunrise
and sunset), you can set an alarm with the fan. The fan will
start to gently hoot like an owl at the set time, slowly getting
louder and louder until the fan is opened or closed to dismiss
the alarm. The fan can be set to repeat the alarm at the same
time everyday, such as for wake-up calls or reminders to take
daily medication.
You can also speak another command word and give an
amount of time to set a timer, which will cause the fan to hoot
loudly when it hits the end of the timer.

164 - Noctbow
Weapon (Longbow) – Uncommon (164 gp, requires
attunement)
This dark brown long bow has black spikes along the
inside of its arms, and a mocha colored U shaped crest over
the handle.
While attuned to this bow, you gain 60 feet of darkvision,
you can't be magically put to sleep, and cannot have
disadvantage on attack rolls via non-magical means (such as
the dodge action).
If you already have darkvision, your darkvision is increased
by 60 feet.

Pokémon Inspired Weapons & Items


77
165 - Ledaga
Weapon (Dagger) – Common (16 gp, requires attunement)
This dagger has a thin black blade with a hole in the center
and a red cross guard made of insect carapaces. The dagger
has an odd aromatic scent.
While attuned to this dagger, if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn.
If you become frightened or paralysed, a shimmering
reflective aura surrounds you, and you take half damage from
non-magical slashing, bludgeoning and piercing damage.
Cursed. This dagger is cursed. While attuned to the dagger,
you have disadvantage on attack rolls and saves against being
frightened if you do not have an ally with 15 feet of you. If you
don't have any allies within your range of vision, you must
succeed a DC 12 Wisdom save every minute or become
paralysed with fear until you see or hear an ally.

166 - Rodian
Rod () – Uncommon (166 gp, requires attunement)
This rod has a black handle and a red carapace top with
insect wings and black antennae.
While attuned to this rod, unarmed strikes do an extra 1d4
bludgeoning damage, and if you are put to sleep by outside
forces, you automatically wake up at the end of your next
turn.
If you become frightened or paralysed, a shimmering
reflective aura surrounds you, and you take half damage from
non-magical slashing, bludgeoning and piercing damage.
You also have advantage on rolls to navigate by the stars.

Pokémon Inspired Weapons & Items


78
167 - Spinadart
Weapon (Blowgun) – Common (76 gp)
This olive-green blowgun has a set of red pincers at the
nozzle and a line and two dots that resemble a face on the
handle in the middle.
Critical hits done with this blowgun do triple the damage
instead of double the damage.

168 - Ariadosasu
Wondrous (Bracer) – Uncommon (186 gp, requires
attunement)
This red and black bracer has gold and purple antennae off
the back of it, and tied to the front of it by a small rope of
woven spider silk is a gold and purple blade that fits over a
finger.
While attuned to this bracer, if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn.
While wearing the blade on a finger, unarmed strikes do an
extra 1d4 slashing damage, and once in a round you can also
attempt to poison the target, who must succeed a DC 13
Constitution save or take 1d6 poison damage and have
disadvantage on Dexterity saves until the end of their next
turn. Critical hits done with the blade's slashing damage do
triple the damage instead of double the damage.

169 - Crobow
Weapon (Longbow) – Rare (1690 gp, requires attunement)
This dark purple and jade +1 longbow has arms that
resemble bat wings, a hoop around the arrow rest and two
wing-like guards coming off the hoop perpendicular to the
arms.
While attuned to this bow, you are immune to being
stunned.
Attacks with this bow bypass any magical protective
barriers or effects the target has in place, hitting them at their
normal AC and ignoring potential damage changes from the
barriers.
On your first hit each round with an attack from this bow,
the target becomes confused. They must succeed a DC 17
Wisdom save or on their next attack they will randomly
attack any creature within range, including themselves. The
confusion fades after the attack.
Once per day, refreshing at midnight, you can use the bow
to cast Feather Fall on yourself.

Pokémon Inspired Weapons & Items


79
170 - Chinchokutō
Weapon (Shortsword) – Uncommon (170 gp, requires
attunement)
This ocean blue handle has two yellow bulbs for its cross
guard that wraps around a yellow orb with a blue cross on it.
You can speak a command word and a short blade of pure
electricity while spark from the handle, and repeat the
command word to turn it off. This blade shines normal light
in a 5-foot radius and dim light for an additional 5 feet.
This sword does 2d6 Lighting damage instead of 1d6
Piercing damage.
While attuned to the sword you gain the Dancing Lights
cantrip.

171 - Lantaiaha
Staff () – Rare (1710 gp, requires attunement)
This ocean blue staff has a few fin-like protrusions, and a
lure like top with yellow orbs on the end.
As an action, you can speak a command word and the orbs
on the staff will light up, shining normal light in a 60-foot
radius and dim light for an additional 120 feet.
While attuned to the staff, you gain a +1 bonus to spell
attack and damage rolls, you can breathe underwater, you are
immune to lighting damage, and know the Lightning Lure
(DC 16 save) and Dancing Lights cantrips.

Pokémon Inspired Weapons & Items


80
172 - Pichuriken
Wondrous (Rope Darts) – Uncommon (127 gp, requires
attunement)
This set of yellow darts have black edges as well as ropes
that tie it yellow and black forearm bracelets. One of these
darts has three points on the end.
Thanks to forearm bracelets, you can pull back the Rope
Dart as part of the attack instead of as a Bonus Action, but
they can not be thrown more than 15 feet.
Attacks with these darts do an additional 1d4 lighting
damage, and on your first hit each round with an attack from
a dart, the target must succeed a DC 13 Constitution save or
be stunned until the end of their next turn.
Rope Darts
Rope darts are a Martial Melee Weapon that have a steel dart,
often serrated, affixed to the end of a weighted 30-foot rope or
chain.
They weight an average of 3 lbs, cost 10 gp, do 1d4
piercing damage, and have the Light, Finesse and Thrown
(15/30) properties, with the benefit of being able to pull back
the Rope Dart to the wielder after an attack as a Bonus
Action. Anyone proficient with Darts is also proficient with
Rope Darts.

173 - Cleffammer
Weapon (Warhammer) – Common (37 gp)
This light pink hammer has a tuff of pink fur on top and
pointed light brown ends.
When you hit a target with the hammer, roll 1d20 and
apply the appropriate effect from the below table.
#1-2. You take 2d4 Necrotic damage
#3-4. You're covered in a sparkly light for 5 rounds, which
gives advantage on attacks against you.
#5-6. Your voice becomes louder for 1 minute
#7-8. A nearby plant sprouts or blooms
#9-10. +1d4 Lighting damage to the hit
#11-12. +1d4 Cold damage to the hit
#13-14. +1d4 Fire damage to the hit
#15-16. +1d4 Radiant damage to the hit
#17-18. You gain resistance to non-magical bludgeoning,
slashing, and piercing damage until the end of your next turn
#19-20. +2d4 Force damage to the hit

174 - Igglyfluff
Wand () – Common (74 gp, requires attunement)
This light pink wand has a sphere top with a grove down
either side, a spiral on the front, and three soft round bulbs
on top of that.
With a command word, childish images of stars and birds
can appear and rotate around the wand, an can be turned off
by repeating the command word. Anyone who sees these
stars and birds must succeed a DC 10 Wisdom save or be
charmed by you for 1 minute. Children and people with
childish personalities have disadvantage on the save. While
attuned to this wand, you can use it to cast the Friends
cantrip.

Pokémon Inspired Weapons & Items


81
175 - Togespike
Weapon (Morningstar) – Uncommon (175 gp, requires
attunement)
This eggshell white morningstar has blue and red triangles
and squares on the head, wand odd cream-colored spikes that
seem to break out of the head.
This morningstar does an additional 1d6 Radiant damage,
and you can choose to attack with disadvantage to increase
that to 2d6 Radiant damage.
While attuned to this morning star, if you cast a spell, use
an ability or take an action that requires an enemy to make a
saving throw, the DC on that saving throw is increased by 1.

176 - Togetachic
Weapon (Longsword) – Rare (1760 gp, requires attunement)
This eggshell white +1 longsword has blue and red flecks
along the blade, with a cross guard that looks like stylized
fairy wings and a red outline of a diamond in their center.
This longsword does an additional 1d6 Radiant damage,
and you can choose to attack with disadvantage to increase
that to 2d6 Radiant damage. When attacking with this sword,
you gain an improved critical of 1, where your range on
critical hits increases by 1, ie from critical hits on 20 to
critical hits on 19 to 20.
While attuned to this longsword, if you cast a spell, use an
ability or take an action that requires an enemy to make a
saving throw, the DC on that saving throw is increased by 1.
This sword has 4 charges that refresh at noon. As an
action, you can expend a charge to cast Sense Emotion.

Pokémon Inspired Weapons & Items


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177 - Kunaitu
Weapon (Daggers) – Uncommon (415 gp, requires
attunement)
These five kunai daggers have olive green blades with gold
points, a red and black stripped handle, and a black metal
hoop as a pommel. A thin red ribbon is tied around the
handle just under the blade to look like a cross guard.
While attuned to these daggers, if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn. You can also, as an action, choose to hear or see
through one of the daggers, so long as it is within 1000 feet of
you. You can choose to switch between seeing or hearing as
an action. You can only have one of these active at a time.
So long as you have at least one of the daggers on you, you
can as an action speak a command word while holding one of
the daggers, and that dagger will gently pull towards to
closest dagger that is not on your person. This can be turned
off by repeating the command word.
If you have four of the daggers, you can place them in a
square and speak a command word and summon the fifth
dagger to you, even if it's on another plane of existence. The
dagger will disappear and reappear with a bright flash and
loud bang.
If three or more of these daggers are more than 1 mile
from you and/or on another plane of existence, you lose the
attunement. The daggers will then teleport to where ever the
greatest concentration of daggers is if any are less than 10
feet from one another, or to one of them randomly if it's a tie
or they are all separated.
All five daggers are required in order to attune to the set,
which counts as a single attuned item.

178 - Xatumi
Weapon (Light Crossbow) – Rare (1780 gp, requires
attunement)
This olive green +1 light crossbow has arms that look like
white wings tipped with red and black as well as two red
feather-like offshoots on the foregrip.
While attuned to this crossbow: if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn; once between long rests, as an action you can give
yourself Truesight (PHB 185) at a range of 120 ft for 10
minutes; if an enemy casts a spell on you that includes the
possibility of inflicting any status condition that won't be
physically induced (such as being knocked prone and not
grappled or restrained by vines), this is magically bounced
back at the enemy who now has to perform whatever save (if
any) required or be afflicted by the status condition, while you
do not. This does not apply to damage, which you still take.
Truesight (From PHB 185)
Truesight allows you to see in normal and magical darkness,
see invisible creatures and objects, automatically detect
visual illusions and succeed on saving throws against them,
and perceives the original form of a shapechanger or a
creature that is transformed by magic. Furthermore, you can
see into the Ethereal Plane.

Pokémon Inspired Weapons & Items


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179 - Marrod
Rod () – Uncommon (260 gp, requires attunement)
This navy-blue rod has balls of cream-colored wool at
either end, capped by a black and yellow striped cone at one
end, and an amber orb at the other. The wool crackles with
electricity.
While attuned to this rod, you are resistant to lighting
damage, and an electric field surrounds you. Anyone you
come in physical contact with, such as through unarmed
strikes or grapple attempts, will get a shock and must
succeed a DC 14 Constitution save or be paralysed until the
end of their next turn. This effect can be turned on and off
with a command word, and can only be attempted on a
creature once per round. If you cast any spells that do lighting
damage while attuned, they do an additional 1d6 lighting
damage.

180 - Staaffy
Staff () – Rare (1800 gp, requires attunement)
This pink +1 quarterstaff has a rubbery coating, balls of
cream-colored wool at the center and at either end, and the
ends capped by black and pink striped cones. One end has an
aquamarine orb embedded in the staff just below the wool.
The wool crackles with electricity.
Attacks with this quarterstaff do an additional 2d6 lighting
damage.
While attuned to this quarterstaff, you are resistant to
lighting damage, and an electric field surrounds you. Anyone
you come in physical contact with, such as through hits with
this quarterstaff, unarmed strikes or grapple attempts, will
get a shock and must succeed a DC 17 Constitution save or
be paralysed until the end of their next turn. This effect can
be turned on and off with a command word, and can only be
attempted on a creature once per round.

181 - Ampearos
Weapon (Spear) – Very Rare (8110 gp, requires attunement)
This golden yellow +2 spear has a black striped conical
point atop a ruby orb, 3 black strips around the shaft at both
ends, with another ruby orb at the bottom of the shaft.
Attacks with this spear do an additional 3d6 lighting
damage.
While attuned to this spear, you are resistant to lighting
damage, and an electric field surrounds you. Anyone you
come in physical contact with, such as through hits with this
spear, unarmed strikes or grapple attempts, will get a shock
and must succeed a DC 19 Constitution save or be paralysed
until the end of their next turn. This effect can be turned on
and off with a command word, and can only be attempted on
a creature once per round.

Pokémon Inspired Weapons & Items


84
182 - Chakireihana
Weapon (Chakram) – Very Rare (8210 gp, requires
attunement)
This leafy green +2 chakram has a hoop and cross handle
made of woven vines, small red flowers where the handle and
hoop attach, while razor sharp green and yellow leaves
sprout outwards. When gently spun, the leaves gently rub
together, creating a soft and pleasant sound that's a mix of
rustling leaves and wind chimes.
While attune to this chakram, you gain advantage on
Performance, Acrobatic and Athletic rolls when dancing, as
well as 10 feet of movement and advantage on Dexterity rolls
when in sunlight.
The Chakram has 3 charges that refresh at noon, and as an
action, you can spin the chakram above your head and
expend a charge, releasing a sweet and pleasant scent
around you. Any creatures within 5 feet of you, including
yourself, are cured of any and all status conditions they have
that aren't being physically induced (such as being grappled
or restrained by vines).
Chakram
Chakrams are Simple Melee Weapons, functioning as a cross
between a Dagger and a Dart, and anyone proficient with
those weapons has proficiency with a Chakram. A common
chakram is a flat metal hoop with a sharpened outside edge,
costs 10 gp, does 1d6 slashing, weights 1 lb., and has the
finesse, light, and thrown (range 20/60) properties. The
chakram must be recovered to be thrown again.
They do not suffer any of the disadvantages of being used
underwater.

183 - Maraill
Weapon (Flail) – Uncommon (380 gp, requires attunement)
This navy-blue flail has a solid sphere head attached by an
odd black chain with several long pieces, while the cross
guard looks like blue mouse ears.
While attuned to this flail, you are resistant to Fire and
Cold damage.
Attacks with this flail do an additional 1d8 bludgeoning
damage, and it does not suffer any of the disadvantages of
being used underwater.

184 - Stazumarill
Staff () – Rare (1840 gp, requires attunement)
This white +1 quarterstaff has a bulbous navy-blue top with
white bubble-like markings on it and floppy blue rabbit ears.
An odd black chain with several long pieces is attached just
under the bulb, with a solid blue sphere at the other end.
While attuned to the staff, you are resistant to Fire and
Cold damage, and gain advantage on rolls that use hearing.
Attacks with this staff do an additional 1d8 bludgeoning
damage, and it does not suffer any of the disadvantages of
being used underwater.
If you take damage from a plant creature, a spell that
manipulates plants, or a weapon made predominately of
plants and plant material (including those made of wood), you
gain advantage on your next attack.

Pokémon Inspired Weapons & Items


85
185 - Sudochuku
Weapon (Nunchuku) – Very Rare (5810 gp, requires
attunement)
This brown +2 nunchaku look like they're made of wood,
complete with little sprouts on the ends, but simply picking
them up reveals them to in fact be made of stone. A leather
wrapping covers the chain holding the two pieces of stone
together.
Attacks with this nunchaku do an additional 3d6
bludgeoning damage.
While attune to this nunchaku, you have advantage to hide
in foliage, and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead.
Cursed. This nunchaku is cursed. While attuned to this, if
you are out in rain or submerged in water, you must roll a DC
16 Wisdom save or become frightened of rain and water you
can be submerged in for 1 hour, and will do whatever you can
to get out of it and as far away as possible. If you pass the
save, you are immune to the effect for an hour.
Nunchaku
Nunchaku are Simple Melee Weapons, functioning as a cross
between a Club and a Flail, and anyone proficient with those
weapons has proficiency with a Nunchaku. A common
nunchaku is two handles of wood with a short chain holding
them together at one end. They cost 1 gp, do 1d6
bludgeoning, weight 1 lb., and have the finesse and light
properties.

186 - Politotokia
Weapon (Greatclub) – Very Rare (6810 gp, requires
attunement)
This light green +2 great club has a yellow swirl in its
center, and a swirling antenna coming off where the handle
meets the head. When it strikes a target, it sounds as if a
drum has been struck.
Attacks with this club do not suffer any of the
disadvantages of being used underwater.
While attuned to this club, you are resistant to fire damage,
you gain advantage on rolls when the target think you are
royalty, advantage on Persuasion rolls to convince someone
you are royalty, advantage on Performance rolls to singing
with a group, advantage on Athletics rolls to jumping, your
long jump and high jump distances (PHB 182) are doubled,
and if you would take damage from water, such as a crashing
wave or whirlpool, you are instead healed.
The weather around this club is always being pushed
towards a warm, calm, light rain, as if it has a constant
Control Weather spell in effect. If the club is kept in one
place, like a city or dungeon, the rain will last for 1d4+4 days
before dissipating. If the club is moved more than 5 miles
that where it was at dawn or someone casts Control Weather
within 1 mile of the club, then the effect reactivates.

Pokémon Inspired Weapons & Items


86
187 - Hopwhip
Weapon (Whip) – Common (79 gp)
This whip has a pink handle with triangular ear-like cross
guards, while the whip is made of two long ragged leaves.
Attacks with this whip bypass any magical protective
barriers or effects the target has in place, hitting them at their
normal AC and ignoring potential damage changes from the
barriers.

188 - Skipbloom
Staff () – Uncommon (188 gp, requires attunement)
This green staff is topped by a yellow flower and large
floppy leaves. The flower will open and close as its
surroundings warm and cool.
While attuned to this staff, if you are in sunshine, you gain
10 feet of speed and have advantage on rolls to prevent status
conditions.
The staff has 3 charges that refresh at noon. As a reaction,
you can expend a charge to cast Feather Fall, or as an action
expend 1 charge to cast Tenser's Floating Disk, 2 charges to
cast Levitate, or 3 charges to cast Fly.

189 - Jumplume
Wondrous (Fan) – Rare (1890 gp, requires attunement)
This navy-blue folding fan has cotton ball puffs at the ends
of the guards and the head. The leaf of the fan is made of
pressed cotton, giving it a soft feel. The fan can be opened
and closed with a flick of the wrist as a bonus action.
While attuned to this fan, you are under the effect of the
Feather Fall spell, and if you are in sunshine, you gain 15 feet
of speed and have advantage on rolls to prevent status
conditions.
You can make an unarmed strike with the fan when it is
closed, doing your normal unarmed strike damage. When a
target is hit with the fan, cotton spores are dislodged from the
fan onto the target, who must make a DC 15 Constitution
save or have disadvantage on Dexterity saves for 1 minute.
The target can attempt the save again at the end of their turn.
The fan has 6 charges that refresh at noon. As a reaction,
you can expend a charge to cast Feather Fall, or as an action,
expend 1 charge to cast Tenser's Floating Disk, 2 charges to
cast Levitate, or 3 charges to cast Fly.

Pokémon Inspired Weapons & Items


87
190 - Aipomace
Weapon (Mace) – Rare (1900 gp, requires attunement)
This purple +1 mace has a bulbous three-fingered hand on
top, with monkey ears below it.
While attuned to this mace, you gain a climbing speed
equal to your walking speed, you have advantage on Dexterity
rolls to avoid being grappled, restrained, or take damage, and
advantage on Sleight of Hand rolls to steal.

191 - Sundirk
Weapon (Dagger) – Uncommon (191 gp, requires
attunement)
This dagger has a brown and yellow handle that feels like a
large seed, with a sprouting blade made of twisted leaves.
When attuned to this dagger, if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn, and while in sunlight, you gain 5 feet of movement
and attacks with this dagger do another additional 1d4
piercing damage.
Cursed. This dagger is cursed. After spending an hour in
sunlight, you take 1 force damage for every additional 1
minute you spent out in sunlight. Spending 10 or more
minutes in shade or darker areas resets this.

192 - Sunflorattan
Armor (Shield) – Rare (1920 gp, requires attunement)
This +1 shield has a large yellow flower in its center, woven
vines behind it, with four large leaves spreading out at the
four points. The flower will become more vivid and lively in
warmer weather, and will even close its petals at night.
When attuned to this shield, you can always tell where the
sun is, even if you are underground, if you are put to sleep by
outside forces, you automatically wake up at the end of your
next turn, and while in sunlight, you gain 10 feet of
movement and the shield gives an additional +1 AC.
Cursed. This shield is cursed. After spending an hour in
sunlight, you take 1 force damage for every additional 1
minute you spent out in sunlight. Spending 10 or more
minutes in shade or darker areas resets this.

Pokémon Inspired Weapons & Items


88
193 - Yanmitar
Weapon (Scimitar) – Rare (1930 gp, requires attunement)
This +1 scimitar has a curved black blade that resembles
an insect leg, a large green gem where the grip, guard and
blade meet, and a simple basket guard that resembles a
dragonfly's tail, complete with wings.
While attuned to this scimitar, you gain 10 feet of speed,
you have advantage on Dexterity rolls to avoid being grappled,
restrained, or take damage, and have advantage on attacks
made with this scimitar as long as you can see the target.

194 - Wanper
Wand () – Common (94 gp)
This blue wand has two purple antennae coming off a bulb
head on top and three black lines around the wand below the
head.
The top of this wand secretes a thin, slimy, mucous film
that can be used as insulation against the heat and cold, and
can be applied to a 5 by 5 square foot area in 5 minutes,
giving whatever it has covered resistance to fire and cold
damage as long as it lasts, either for 10 minutes or until the
applied surface is hit with water, which will dilute and wash it
away.
However, the film is toxic, and if it comes in contact with
bare skin, that person must make a DC 10 Constitution save,
taking 1d4 poison damage on a fail and half as much on a
save.
You can apply the film to a person's armor, taking about 2
minutes, but while it is applied, they must make a DC 10
Wisdom save every minute to not accidentally touch the film
with bare skin, triggering its effects. The film can also be
applied to a weapon, taking about a minute, but it won't last
past the first hit to a target, scraping off on them. The target
will have disadvantage on the save however.

195 - Quagshillelagh
Weapon (Greatclub) – Uncommon (195 gp, requires
attunement)
This blue club has a large purple patch on its back, with a
short black fin on top of that and down the back turning into
the handle, with a guard that looks like two flipper-hands
wrapped around the shaft.
While attuned to this club, you can breathe underwater
through your skin, your attacks and attacks made against you
ignore any kind of boosts from spells, such as increases in
AC, attack damage, advantage or disadvantage.
Attacks with this club do not suffer any of the
disadvantages of being used underwater.
Cursed. This club is cursed. While attuned to it, you have
disadvantage on Intelligence, Wisdom and Charisma saves,
your passive perception is lowered by 5, and are just generally
oblivious to your surroundings.

If you're looking for items 196 - Espeon and 197 -


Umbreon, they're on page 059 with the other
Eeveelutions

Pokémon Inspired Weapons & Items


89
198 - Sickrow
Weapon (Sickle) – Rare (1980 gp, requires attunement)
This black +1 sickle a yellow black made to look like a bird
beak, with black feathers and a black wing around where the
blade is in the handle, its blood red wood jutting out from
beneath the feathers, only to be swallowed back up by the
feather covered pommel.
While attuned to this sickle, you cannot be magically put to
sleep, and whenever you use a magic items, cast a spell or
other ability you do that cause a status effect, any DC that
status effect has increases by 1 lasts, and it lasts twice as
long to a maximum of 1 additional minute.
When attacking with this sickle, you gain an improved
critical of 1, where your range on critical hits increases by 1,
ie from critical hits on 20 to critical hits on 19 to 20.

199 - Yadentking
Weapon (Trident) – Rare (1990 gp, requires attunement)
This +1 pink trident has a three-pronged shell for its blade,
a red gem embedded in its center as a pink and white ribbon
flutters about where the shaft meets the shell.
While attuned to this trident, you have advantage on
Intelligence rolls, you have advantage against being charmed
or frightened, and you double your Constitution modifier
when healing with hit dice.

200 - Mosoreavus
Armor (Shortsword) – Rare (2000 gp, requires attunement)
This +1 tantō short sword has a dark green and purple
handle with ragged matching ribbons around the guard. The
sword has a matching sheath, green with purple trim, and
some purple-green ribbons wrapped around one end, tying a
small necklace of red beads to the sheath.
While attuned to this sword, you gain the Vicious Mockery
cantrip, using your Charisma for the spell DC save, are
immune to difficult terrain, have advantage to Intimidation
rolls and Performance rolls to scare creatures.
The sword has 7 charges that refresh at midnight. As an
action, you can either:
Frightful Screech: Expend a charge and let out a loud
magical piercing screech. You make a Performance roll to
scare any creature that can hear you within a 30-foot radius
sphere centering around yourself. Those creatures must
make a Wisdom saving throw against your Performance roll,
becoming frightened of you for 1 minute on a failed save.
They can attempt the save again at the end of their turn. Any
creature that successfully saves becomes immune to this
effect for 1 hour.
Nourished by Fear: Touch a frightened creature and
expend a charge to absorb their fear, which heals you for 1d8
hit points and removes the creature's frightened status.
Pain Split: Touch a creature and expend a charge. If the
creature is unwilling or hostile, they must fail a DC 15
Constitution save or the charge is wasted and the creature is
immune to this action for 1 hour. On a success or with a
willing creature, add both your and the creature's hitpoints
together then divide them equally between you two, rounding
down. This can be used to hurt or heal, but you can't heal past
max HP or gain any temporary HP from this.

Pokémon Inspired Weapons & Items


90
201 - Unowndachi
Weapon (Greatsword) – Legendary (51,200 gp, requires attunement)
This black +3 great sword is made of several flattened rods Attacks with the sword do an additional 4d6 psychic damage.
that aren't sharp to the touch, but when swung it still cuts just The sword has 15 charges that refresh at midnight, and
fine. A careful examination of the sword reveals it's made of can be used to cast the following spells, and additional
28 individual parts somehow held together firmly despite charges can be used to upcast at one charge per level to a
lacking any sort of binders or bolts. maximum of 9 charges.
While attuned to this sword, you gain a hover speed of 30
feet, you are resistance to psychic damage, you are unaffected Illusory Script (1 charge)
by difficult terrain, you gain the Minor Illusion and Word of Healing Word (1 or more charges)
Radiance cantrips, you can see in all directions, have Detect Thoughts (2 charges)
advantage on Perception checks that rely on sight, have Clairvoyance (3 charges)
darkvision at a range of 120 feet, and you can see the Mass Healing Word (3 or more charges)
invisible an into the Ethereal Plane at a range of 120 feet. Rary's Telepathic Bond (5 charges)
However, even if you close or avert your own eyes, you are Programmed Illusion (6 charges)
never considered doing so while attuned to the sword. A light Word of Recall (6 charges)
spell cast on the sword or a daylight spell cast within 5 feet of Divine Word (7 charges)
the sword causes you to be blinded for 1 minute. At the end Telepathy (8 charges)
of each of your turns, you can make a Constitution saving Illusory Dragon (8 charges)
throw (DC 11 for light or DC 15 for daylight), ending the
blindness on a success.

Pokémon Inspired Weapons & Items


91
202 - Wobbaton
Weapon (Club) – Rare (2200 gp, requires attunement)
This blue +1 great club has two arm-like protrusions at the
head, and a black round piece of leather with 2 eye spots
hanging from the pommel.
All efforts to teleport or move to another plane of existence
within 60 feet of this club automatically fail, including your
own or those of your allies. Any spell slots or magic charges
used to try are still consumed. This does not prevent
creatures from being summoned into the space however, or if
a creature would return to their plane of existence upon
being brought to 0 hitpoints from returning.
While attuned to the club, you have advantage on
Constitution rolls, you can sense where your allies are within
60 feet of you and when they are about to attack, and if
caught in a spell or attack of theirs, you have advantage to
Dexterity rolls to avoid the damage, taking half damage on a
fail and no damage on a save. You also have disadvantage on
initiative rolls.
The club has 1 charge that refreshes at sunset. As an
action you can expend the charge to do one of the following
effects:
Destiny Bond: If you are brought to 0 hitpoints by any
hostile creatures' direct action, such as an attack or spell,
before the start of your next turn, then that creature is
brought to 0 hitpoints right after you are.
Mirror Coat: If you are hit by spell damage before the start
of your next turn, the magical damage is doubled and
reflected back at the caster, while you take no damage. If the
spell has a save DC, it is applied to the reflected magic before
applying the damage. This effect will disappear after you are
next hit by magic, regardless if it is damaging.
Counter: If you are hit by a physical attack that does
damage from a creature, including from magic weapons,
before the start of your next turn, the damaged is doubled
and returned to that creature, while you take no damage. If
the attack has a save DC, it is applied to the reflected
damage. This effect will disappear after you are next
physically hit, regardless if it is damaging.
Safeguard: You and up to 5 other creatures you can see
are immune to non-physically induced status conditions for 5
rounds.
None of these effects work if you intentionally move into
something that would cause damage after you expend the
charge, such as running into an already active spell.

203 - Girafarod
Rod () – Rare (2030 gp, requires attunement)
This scepter has a brown shaft and a what appears to be a styled golden giraffe head with a white patch on top and covering
bulbous horns. The bottom of the scepter has a deep crescent pointing downwards, the inside of which is quite sharp.
While attuned to this rod, you are immune to being stunned, you have advantage on initiative rolls, you can't be surprised, except
when incapacitated by something other than nonmagical sleep, are magically awaken if you are sleeping naturally when combat
begins, and if magically put to sleep, will wake up at the end of your next turn.
If you take damage from a plant creature, a spell that manipulates plants, or a weapon made predominately of plants and plant
material (including those made of wood), you gain advantage on your next attack.
The rod has 3 charges that refresh at sunrise. As an action, you can expend a charge to cast the Alarm spell, and you can also
use the rod to cast the spell as a ritual.

Pokémon Inspired Weapons & Items


92
204 - Pineteor
Weapon (Single Head Meteor Hammer) – Rare (2400 gp,
requires attunement)
This dark gray +1 single head meteor hammer has a hard
wood head that looks similar to a pinecone on a 20-foot hard
wood chain with a simple handle.
While attune to this meteor hammer, you have advantage to
hide in foliage, you have resistance to and advantage to rolls
against damage and negative effects caused by weather and
weather magic, such as lighting strikes, hail and poisonous
clouds, and once between long rests, when you are reduced
to 0 hit points but not killed outright, you can drop to 1 hit
point instead.
Meteor Hammers
Meteor Hammers are Martial Melee Weapons, functioning as
a cross between a Flail and a Rope Dart, and anyone
proficient with those weapons has proficiency with a Meteor
Hammers. A common meteor hammer is a chain with a
weight, called heads, on one or both ends. Double Heads are
each the size of a fist, while Single Heads are the size of two
fists put together. Using a meteor hammer requires a lot of
concentration, and so you have disadvantage on
Concentration saves while wielding a Meteor Hammer.
Single Headed
The chain of single head meteor hammers is 20 feet long.
Common single headed meteor hammers cost 25 gp, do
1d10 bludgeoning, weight 8 lb., and have the finesse, heavy,
two-handed and reach properties. You can also use the
meteor hammer to make an attack out to 20 feet, but you
have disadvantage on the attack roll past 10 feet.
Double Headed
The chain of double headed meteor hammers is 10 feet
long. Common double headed meteor hammers cost 20 gp,
do 1d8 bludgeoning, weight 8 lb., and have the finesse, heavy,
two-handed, and reach properties. Double-headed meteor
hammers can be wielded like you are fighting with two
weapons, per Two-Weapon Fighting on PHB 195.

205 - Forretrexplode
Weapon (Handcannon) – Very Rare (15,200 gp, requires attunement)
This +2 pink handcannon has a red gun barrel and handles. A trigger button sits just above the top handle that lights a small
very hot flame inside the cannon when pressed. Sturdy metal plates protect the bottom and rear of the cannon.
While attune to this cannon, you have resistance to and advantage to rolls against damage and negative effects caused by
weather and weather magic, such as lighting strikes, hail and poisonous clouds, and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
The back-metal plate on the cannon can be opened up revealing a small compartment. When filled with scrap metal and the
door closed, the door will lock and start processing the metal, turning it into a fist-sized cannonball after 24 hours. You can also put
a set of Alchemist's supplies (50 gp) into the compartment, where it will be processed over 24 hours into a 4 lb hard-packed
cylinder of gunpower perfect for the handcannon, complete with indent. If loose gunpowder is put in, it will hardpack it in 1 hour.
Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range is 30/120 and does 2d6 piercing damage. Pokémon Inspired Weapons & Items
93
206 - Drillsparce
Rod () – Rare (2060 gp, requires attunement)
This teal rod has a yellow swirled drill on its top, with little
wings and teal and beige guards below that. The drill can
start or stop spinning with a command word.
While attuned to this rod, you gain 15 feet of burrowing
speed, you have advantage on Dexterity rolls to avoid being
grappled, restrained, or take damage, if you cast a spell, use
an ability or take an action that requires an enemy to make a
saving throw, the DC on that saving throw is increased by 1.
Cursed. This rod is cursed. While attuned to the rod, you
have disadvantage on saves against being frightened, and
must make a DC 14 Wisdom save when attacked by any
Undead, Insectoid, or Shadowy creatures or become
frightened of that and any similar creatures for 1 hour. You
can attempt another save at the end of your next turn. You do
not become immune to this effect with a successful save.

207 - Gligalor
Weapon (Rapier) – Rare (2700 gp, requires attunement)
This +1 purple rapier has a guard that looks like an open
claw and a beaded rope looking like a scorpion stinger
hanging off the pommel.
While attuned to this rapier, you can't have disadvantage
from attacks by non-magical means (such as dodge), you gain
10 feet of burrowing speed, are immune to poison damage
and the poison conditioned, you have advantage on Dexterity
rolls in sandy terrain, you are immune to the effects of
sandstorms.

208 - Staxelix
Weapon (Chain Axe) – Very Rare (8200 gp, requires
attunement)
This +2 steel chain axe has a broad, flat axe head at one
end of it's chain, with three links right after having
perpendicular spikes coming off them, and a pointed weight
at the other end.
While attuned to this chain axe, you have resistance to
being knocked prone, resistance to non-magical slashing,
piercing or bludgeoning damage, gain 20 feet of burrowing
speed, and once between long rests, when you are reduced to
0 hit points but not killed outright, you can drop to 1 hit point
instead. If you perform an attack or spell that has additional
effects to doing damage, such as causing a status condition
or imposing disadvantage on rolls, you can choose to
substitute all of the effects for an additional damage dice per
effect to the attack or spell.
Chain Axe
Chain Axes are Martial Melee Weapons, functioning as a
cross between a Flail and a Hand Axe, and anyone proficient
with those weapons has proficiency with a Chain Axe.
A common chain axe is a 10-foot chain with a broad axe
head on one end, and a small weight on the other end for
balance. Using a chain axe requires a lot of concentration,
and so you have disadvantage on Concentration saves while
wielding a chain axe. Common chain axe cost 30 gp, do 1d8
slashing, weight 8 lb., and have the finesse, heavy, two-handed
and reach properties, but you have disadvantage on the
attack roll with reach.
Pokémon Inspired Weapons & Items
94
209 - Knuckull
Wondrous (Brass knuckles) – Rare (2900 gp, requires
attunement)
This pink brass knuckles has two tooth-like spikes on top,
and a black edged bows on either side. A thin blue ribbon is
tied around the bottom of the palm grim.
While wearing and attuned to these knuckles, you have +1
to unarmed strike attack and damage rolls, and unarmed
strike attacks do an additional 1d4 piercing damage.
While attuned to these knuckles: you have advantage on
Dexterity rolls to avoid being grappled, restrained, or take
damage; you have advantage to Perception rolls that use
smell; you have advantage on Persuasion rolls with creatures
that like cute thing; you have advantage on Intimidation rolls;
and if you intimidate someone they have disadvantage on
their next ability or attack roll.
When a target is hit by an attack from these knuckles, they
have disadvantage on their next attack.
Cursed. These knuckles are cursed. While attuned to it,
you have disadvantage on saves against being frightened, and
must make a DC 14 Wisdom save when attacked by any
Undead, Insectoid, or Shadowy creatures or become
frightened of that and any similar creatures for 1 hour. You
can attempt another save at the end of your next turn. You do
not become immune to this effect with a successful save.
Brass knuckles
Brass knuckles are weapons designed to fit around the
knuckles, often with a descending piece to fill the closed
palm of a fist. They preserve and concentrate the force of a
punch into a smaller contact area with a harder material, thus
doing more damage, while also reducing the potential
damage to the attacker.
You can not wear gloves while wearing brass knuckles,
unless they are fingerless gloves, you have difficultly
manipulating objects while wearing knuckles, and you can't
effectively wield any other weapons.

210 - Granbollock
Weapon (Dagger) – Very Rare (7100 gp, requires attunement)
This +2 pink katar dagger has two pink blades, a set of
floppy pink leather pieces hanging off either side of the
handle, partially hiding the dagger's black grips.
Attacks with this dagger do an additional 1d4 piercing
damage.
While attuned to this dagger: you have advantage on
Dexterity rolls to avoid being grappled, restrained, or take
damage; if you are afflicted with a status condition, you gain
15 feet of movement, even if the condition would prevent
movement; you have advantage to Perception rolls that use
smell; you have advantage on Persuasion rolls with creatures
that like cute thing; you have advantage on Intimidation rolls;
and if you Intimidate someone they have disadvantage on
their next ability or attack roll.
When a target is hit by an attack from this dagger, they
have disadvantage on their next attack.

Pokémon Inspired Weapons & Items


95
211 - Qwilflail
Weapon (Flail) – Rare (2110 gp, requires attunement)
This +1 flail has a spike head, with the top half being light
yellow colored, while the bottom is a dark teal and attached to
the handle by a barbed wire. The handle has a round fin-like
marker hanging from its pommel.
While attuned to this flail: you gain 10 feet of swim speed;
the ability to breath underwater; resistance to non-magical
bludgeoning damage; you have advantage on Intimidation
rolls; and if you Intimidate someone, they have disadvantage
on their next ability or attack roll.
Attacks with this flail do an additional 2d4 poison damage,
the target has disadvantage on their next attack, and they
must make a DC 15 Constitution save or become poisoned
for 1 minute. They can attempt the save again at the end of
their turn.
Attacks with this flail also do not suffer any of the
disadvantages of being used underwater.

212 - Scizord
Weapon (Shortsword, Flail) – Very Rare (7210 gp, requires
attunement)
This +2 red shortsword has a metallic finish, while the
blade is made up of several smaller pieces in a pattern that
resembles an insect wing. The pommel is a closed claw, and
as an action, a button on the handle can be pressed, causing
the blade to fold and retract into the handle as the claw
descends on a chain, turning the shortsword into +2 flail. The
button can be pressed again, causing the chain to retract and
the blade to reform, turning it back into a sword. While solid
metal, it feels strangely light and only weights 1 lb.
The Scizord still has the light and finesse properties as a
flail that it has as a shortsword.
While attuned to the Scizord: you gain resistance to non-
magical slashing, piercing or bludgeoning damage; you are
immune to poison damage and the poison condition; but are
now vulnerable to fire damage.
If the spell Heat Metal is cast on the Scizord or it is
submerged in lava or an equally powerful heat for a full
minute, the Scizord is destroyed as it melts apart into pieces
of scrap metal.
As a sword: the sword does an additional 1d6 piercing
damage; and another additional 1d6 piercing damage if you
are below half of your hitpoints.
As a flail: the flail does an additional 1d8 bludgeoning
damage: another additional 1d8 bludgeoning damage if you
are below half of your hitpoints; and you have advantage to
grapple a target while using the flail.

Pokémon Inspired Weapons & Items


96
213 - Sknuckle
Wondrous (Glove) – Rare (1320 gp, requires attunement)
This red glove has yellow trim and several yellow barnacle-
like protrusions on them.
While attuned to this glove, once between long rests, when
you are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead.
As an action, you can put a berry into one of the glove's
protrusions, which will be absorbed into the glove. Over the
next 24 hours, the berry is processed by the glove and turned
into Berry Juice, a potion in a vial sized capsule that when
consumed restores 2 hitpoints, which will stick out of the
protrusions for collection. If a magical berry, such as a
Goodberry or Sinda Berry (ToA 205), is put in the glove it will
produce a Potion of Healing (PHB 153) or an otherwise
appropriate potion at the DM's discretion. If a rotten or
poisonous berry is used, it will produce a Vial of Basic Poison
(PHB 153). If nothing is being or has been produced in the
past 24 hours, you can speak a command word to have the
glove produce a Vial of Acid (PHB 148).
The glove can only process one berry at a time, and will
pause the process if it is not attuned to anyone.
Cursed. This glove is cursed. If you come under an effect
that would give you advantage or disadvantage on a roll,
either by a magic item, spell or something else, you have
disadvantage when you would instead have advantage, and
advantage when you would instead have disadvantage.

214 - Herapikross
Weapon (Pike) – Rare (2500 gp, requires attunement)
This navy blue +1 pike is made of large insect carapaces,
with a double pointed horn for a blade.
Attacks with this pike do an additional 1d8 piercing
damage, and anytime you down a target with the pike, you
have advantage on your next attack.
While attuned to this pike, you have advantage on Athletics
rolls to knock creatures prone, and are considered to be a
Huge creature for the purpose of determining your carrying
capacity (PHB 176). You can also use this pike as a crowbar,
granting advantage to Strength checks where its leverage can
be applied, such as opening doors or barricades.

215 - Nyuclaws
Wondrous (Claws) – Rare (2510 gp, requires attunement)
These claws have ice white blades with blue-black guards,
a small gold orb in the guards' center, and three red feathers
off the back of each.
The claws fit the wearer’s hands and covers the wrist.
While wearing the claw you can’t manipulate objects or cast
spells with somatic components.
You can use the claw as a melee weapon while wearing it.
You have proficiency with it, it uses your Strength modifier, it
does +1 to attack and damage rolls, and it deals 1d8 slashing
damage +1 cold damage on a hit, with an additional +1 cold
damage for each conscious ally within 15 feet of you.
While attuned to these claws, you can't have disadvantage
from non-magical means (such as dodge), have advantage on
Stealth rolls, and gain 10 feet of climbing speed.

Pokémon Inspired Weapons & Items


97
216 - Hamegumar
Weapon (Warhammer) – Rare (2160 gp, requires
attunement)
This light brown +1 war hammer has a small crescent
moon ornament on top, while the hammer faces have black
circles painted on their centers.
While attuned to this hammer, if you are afflicted with a
status condition, you gain 15 feet of movement, even if the
condition would prevent movement, and you have advantage
on Perception and Survival rolls to find honey, berries, and
other sweet things.

217 - Kumaring
Wondrous (Ring) – Very Rare (6270 gp, requires attunement)
This gold ring has 5 points mounted on top, with a thin
leather strip wrapped around the bottom and tied into a
tassel.
This ring adds 2d4 piercing damage to unarmed strikes,
and can't be worn with gloves unless they are fingerless
gloves.
While attuned to this ring, you have advantage on
Intimidation rolls, and if you are afflicted with a status
condition, you gain advantage on your attack rolls and 15 feet
of movement, even if the condition would impose
disadvantage on attacks or prevent movement. You also have
advantage on Strength rolls and Perception and Survival
rolls to find food, even if buried or hidden.
This ring has 5 charges that refresh at midnight. As an
action, you can expend a charge to cast the Goodberry spell.

Pokémon Inspired Weapons & Items


98
218 - Magmarrow
Weapon (Arrow) – Rare (1280 gp, requires attunement)
This red-orange +1 arrow is made of molded magma.
While hot to the touch, it can be safely handled thanks to the
magic that created it.
While attuned to this arrow, you are resistant to cold
damage and can sense where the arrow is as long as it's
within 500 feet of you.
Attacks with this arrow do an extra 1d6 fire damage, and
when the arrow lands, either hitting a target or on the ground,
you can speak a command word as a bonus action and have
the arrow explode. This destroys the arrow as it reverts to
non-magical magma, and ends your attunement. Any creature
within 15 feet of the arrow must make a DC 15 Dexterity
save, taking 3d10 fire damage on a fail and half as much on a
success. Anything flammable within range ignites. If a target
was hit by the arrow on the same turn it explodes, they have
disadvantage on the Dexterity save.
The arrow is also destroyed if submerged in water or takes
at least 30 cold damage in a single turn, as the arrow looses
its heat and turns into a simple stone dart.

219 - Magcauldron
Wondrous (Cauldron) – Very Rare (6920 gp, requires
attunement)
This small grey cauldron is made of thin stone pieces that
have been fused together with extreme heat. It weights 40 lbs
and has the Heavy and Two-handed properties.
While attuned to this cauldron, you are immune to cold
damage.
As an action, you can speak a command word and a fire
will light around the cauldron's base, allow you to cook
anything placed within the cauldron. Touching the fire does
1d6 fire damage per round. This can be turned off by
repeating the command word.
You can also speak a command word and have the
cauldron start producing magma from the elemental plane of
fire. The magma will slowly fall out if tipped, but will not fill
over the edge if left upright. This can be turned off by
repeating the command word. Contact with this stream of
magma does 1d10 fire damage. You can also pour out the
magma into a 5 by 5 foot space over a minute, which does
2d10 fire damage to anyone who touches it, and will last for
10 minutes or until it takes 20 cold damage in a single turn,
solidify into igneous rock.
Finally, you can speak a command word and as an action
use the cauldron to lob a magma ball at an enemy. You make
an attack roll at a range of 20/60, using your Strength
modifier, and on a hit the magma ball does 4d10 fire damage
to the target, and regardless of a hit it then explodes. Any
creature within 15 feet of the ball must make a DC 18
Dexterity save, taking 4d10 fire damage on a fail and half as
much on a success. If a target was hit by the ball on the same
turn it explodes, they have disadvantage on the Dexterity
save. Anything flammable within range ignites. You can lob
the magma ball over cover and ignoring the AC boost it gives,
but have disadvantage on the attack roll if you can't see the
target.

Pokémon Inspired Weapons & Items


99
220 - Swiglove
Wondrous (Gloves) – Uncommon (220 gp, requires
attunement)
These furry brown fingerless gloves have some dark brown
stripes down the back starting from each knuckle and going
to the wrist. The gloves are cool to the touch, and
occasionally a snowflake will flutter out from the fur.
The gloves give an additional 1d4 cold damage to unarmed
strike attacks, and while attuned to these gloves, you are
unaffected by icy and/or snowy difficult terrain.

221 - Pilospear
Weapon (Spear) – Rare (1220 gp, requires attunement)
This brown +1 spear has a fuzzy top with two tusks coming
out the top, with a sharp shard of ice floating above it, the
occasional snowflake coming off it.
This spear does an additional 1d6 cold damage.
While attuned to this spear, you are resistant to being
charmed, resistant to fire and cold damage, and are
unaffected by icy and/or snowy difficult terrain.

If it isn't obvious, Rebusalpa accidentally switched


Swinub and Piloswine's images on the items, you
can easily tell from the back stripes and the tusks.
Not a big deal, but I'm sure there are some who
might be a bit confused at first glance.

222 - Corsolance
Weapon (Lance) – Rare (2220 gp, requires attunement)
This +1 lance is made of coral, with several numbs along
its middle. The upper half is pink, while the lower half is
white-blue, with several patches overlapping in both
directions. Pink leather is wrapped around the handle.
You can choose to give yourself disadvantage on an attack
with this lance in exchange for an additional 1d12 piercing
damage. You can't do this if you already have disadvantage.
While attuned to the lance, whenever you take a short rest
and heal with your hit dice, you can double your Constitution
modifier for the healing. You can also add additional 1d8 hit
dices during a short rest, but for every dice you add you have
disadvantage on attack rolls for 30 minutes after your short
rest.
Attacks with this lance also do not suffer any of the
disadvantages of being used underwater.
This lance must be submerged in clean water, ether fresh
or salt water, for at least an hour everyday, other wise it will
start to turn grey, becoming more grey the more days that are
missed, requiring an additional hour submerged in order to
recover for each day missed. If the lance goes 5 days without
being submerged, the lance turns completely grey-white as
the coral has died. The lance has become a stone lance,
losing all of it's magical properties, and will shatter apart if
you roll a 1 on an attack roll with it.

Pokémon Inspired Weapons & Items


100
223 - Archeraid
Weapon (Shortbow) – Rare (1250 gp, requires attunement)
This light blue +1 shortbow has arms made of white fish
fins and a small horn above the handle. The bow is lacking a
bowstring.
This bow doesn't require arrows, conjuring them out of
water directly from the material plane of water when you
speak a command word as part of your attack, and you can
then draw the arrow back like a normal bow. The arrows
become regular water after impact. The bow does not suffer
any of the disadvantages of being used underwater.
You can choose to give yourself disadvantage on an attack
with this bow in exchange for an additional 1d6 piercing
damage. You can't do this if you already have disadvantage.
Critical hits with this bow do 3d6 piercing damage instead
of 2d6.
Cursed. This bow is cursed. After you make an attack with
the bow on a hostile target, roll 2d8. The first d8 denotes
what rolls you now have advantage on, while the second
denotes what rolls you now have disadvantage on, per the
table below. If you roll the same thing, they cancel each other
out. The stats affected change after ever attack and last until
your next attack or you remove the curse. If you roll a 7, the
advantage/disadvantage applies to attacks against you. This
could result in attacks against you having advantage, while
your attacks have disadvantage.
1- Strengh 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks

224 - Octullet
Weapon (Revolver) – Very Rare (19,220 gp, requires
attunement)
This orange +2 water revolver resembles an octopus, with
the handle resembling woven tentacles, and a set of tentacles
wrapped around the revolver's barrel. One of the tentacles on
top can be pulled back to reveal a water reservoir that can be
filled with a pint of water.
See DMG 267 for specifics about revolvers. Revolvers are considered Martial Ranged Weapons, and this revolver has the loading
property, holding 6 shots made from a pint of water, weighting 3 lbs when empty. It is shot similarly to a crossbow, but requires its
own proficiency, and uses Constitution as its attack modifier, but doesn't use a damage modifier beyond the +2.
The revolver holds 6 shots at a time before needing to be reloaded. Reloading takes an action, provided you have an easy to use
water source at hand like a waterskin or a bucket of water you can submerge the gun in, where a pint of water is poured into a slot
that can be opened on the top of the revolver. The water must be free of pollutants and debris, otherwise the gun won't fire and will
need to be cleaned out, but either fresh or salt water can be used. You can also use ink in this revolver, which will cause the target
to have a disadvantage on their next attack when hit. Ink can be bought at 10 gp an ounce in most cities, and so a pint of
commercial ink would cost 160 gp.
One shot can be used to make an attack against a target at a range of 40/120 as it fires a compressed bullet of water. On a
successful hit, they take 2d8 piercing damage. If you roll a critical hit on an attack, you roll 6d8 piercing damage instead of 4d8.
The revolver does not suffer any of the disadvantages of being used underwater.
While attuned to the revolver you have a swim speed equal to your walking speed, you can breathe underwater, you have
resistance to being knocked prone, and advantage to grapple and restrain targets.

Pokémon Inspired Weapons & Items


101
225 - Cadoistaff
Staff () – Rare (2250 gp, requires attunement)
This red staff has two gold buttons in its middle, followed
by a strip of small white feathers that slow grows wider until
it gets to the bulb at the top of the staff, where it splits into
two offshoots, with a small beak right before the split. Two
stubby protrusions come out just below the bulb, while a long
silk ribbon is tied at one end like a scarf between them.
While attuned to this staff, you gain a +1 bonus to spell
attack and damage rolls, you are immune to being put to
sleep magically, and you are considered to be a Large
creature for the purpose of determining your carrying
capacity (PHB 176).
The staff has 6 charges that refresh at midnight. As an
action, you can expend 1 or more charges to cast Cure
Wounds at a level equal to the charges expended. You can
also as an action point the staff at an enemy you can see up to
60 feet away and expend a charge, making a spell attack at
the target, which will shoot a cube of energy that looks like a
gift wrapped present. If the cube hits, roll a d20 to determine
what happens from the table below.
1-4 The target is healed 4d4 hitpoints
5-12 The target takes 4d4 force damage
13-18 The target takes 4d8 force damage
19-20 The target takes 4d12 force damage

226 - Mantaijijian
Weapon (Twin Shortswords) – Very Rare (17,620 gp, requires
attunement)
These light blue +2 shortswords have navy blue spines with
odd spiral guards. The handles are wrapped in a white silk
ribbon, with a length of it hanging off it like an elegant fish
tail.
The swords count as one attunement, but in order to
maintain the benefits of these swords they can't be more than
100 feet apart or 200 feet away from you, otherwise the
attunement ends.
While attuned to the swords, you have a swim speed of 40
feet speed, you can breathe underwater, advantage on
Athletic rolls while swimming, are resistant to fire damage,
and if you would take damage from water, such as a crashing
wave or whirlpool, you are instead healed.
Because of the swords' Light property, they can be use for
two-weapon fighting (PHB 195), which allows for an attack
with the second sword as a bonus action without the ability
modifier. The swords can also be used with the Dual Wielder
Feat (PHB 165).

Pokémon Inspired Weapons & Items


102
227 - Fanzaeron
Wondrous (Fan) – Very Rare (17,220 gp, requires
attunement)
This uchiwa fan is made of eight metal feathers, which are
a dark red save for the central two, which are silver and
longer than the rest. The pommel of this fan looks like an odd
metal leaf.
While attuned to this fan, you can't have disadvantage on
attacks from effects that are being done to the target (such as
wearing a Cloak of Displacement or using the Blur spell) as
oppose to those put on you (such as the frightened or
poisoned conditions), and once between long rests, when you
are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead.
The red feathers can be plucked as a bonus action and
used as normal darts, with 1d4-1 feathers regrowing at dawn
every day.
The fan can be used as a +1 dagger, and while holding the
fan you have +1 AC.

228 - Houndao
Weapon (Shortsword) – Rare (1820 gp, requires attunement)
This black +1 shortsword has white bone-like protrusions.
While attuned to this sword, you have advantage on
Intimidation rolls, if you are magically put to sleep you will
automatically wake up at the end of your next turn, and if you
take fire damage you have advantage on your next attack.
Attacks with this sword have advantage if at least one of
your non-incapacitated allies is within 5 feet of the target.

229 - Démoloscythe
Weapon (Scythe) – Very Rare (19,220 gp, requires
attunement)
This black +2 scythe has white bone-like protrusions, a set
of curved white horns on top and a devil's tail hanging from
were the blade is attached to the handle.
While attuned to this scythe, you have advantage on
Intimidation rolls, if you are magically put to sleep you will
automatically wake up at the end of your next turn, and if you
take fire damage you have advantage on your next attack.
Attacks with this scythe have advantage if at least one of
your non-incapacitated allies is within 5 feet of the target.
The scythe has 6 charges that refresh at midnight. When
you hit a target with an attack from the scythe, you can
expend 3 or more charges to cast Bestow Curse as part of the
attack, at a DC 16 save, with each additional charge
upcasting the spell by a level.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


103
230 - Kingdrifle
Weapon (Hunting Rifle) – Very Rare (18,200 gp, requires
attunement)
This light blue +2 water rifle resembles a seahorse head,
with a set of horns on top. One of the horns can be pulled
back to reveal a water reservoir that can be filled with a pint
of water.
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, and this rifle has the
two-handed and loading properties, holding 5 shots made
from a pint of water, weighting 8 lbs when empty. It is shot
similarly to a crossbow, but requires its own proficiency, and
uses Constitution as its attack modifier, but doesn't use a
damage modifier beyond the +2.
The rifle holds 5 shots at a time before needing to be
reloaded. Reloading takes an action, provided you have an
easy to use water source at hand like a waterskin or a bucket
of water you can submerge the gun in, where a pint of water
is poured into a slot that can be opened on the top of the rifle.
The water must be free of pollutants and debris, otherwise
the gun won't fire and will need to be cleaned out, but either
fresh or salt water can be used. One shot can be used to
make an attack against a target at a range of 80/240 as it fires
a compressed bullet of water. On a successful hit, they take
2d10 piercing damage. If you roll a critical hit on an attack,
you roll 6d10 piercing damage instead of 4d10.
The rifle does not suffer any of the disadvantages of being
used underwater. The rifle has a bladed edge under its barrel
which can be used like a shortsword to make attacks.
While attuned to the rifle you have a swim speed equal to
your walking speed, you can breathe underwater, and are
resistant to fire damage.

231 - Phandpy
Wand () – Rare (1320 gp, requires attunement)
This blue-grey wand looks like a miniature elephant trunk,
complete with ears for a cross guard. There are several red-
brown patches on the wand.
While attuned to this wand, you gain 10 feet of burrowing
speed, you have advantage on Dexterity rolls in sandy terrain,
you are immune to the effects of sandstorms, and you know
the Mold Earth cantrip.
This wand has 6 charges, which refresh at dawn. You can
expend charges to cast the following spells: Earth Tremor (1
or more charges), Wall of Sand (3 charges) or Bones of the
Earth (6 charges).

232 - Donpike
Weapon (Pike) – Very Rare (18,220 gp, requires attunement)
This dark grey +2 pike has 2 tusks on top with two floppy
elephant ears. There are several rubber-like patches around
the top of the shaft.
While attuned to this wand, you gain 10 feet of burrowing
speed, you have advantage on Dexterity rolls in sandy terrain,
you are immune to the effects of sandstorms, and once
between long rests, when you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead.

Pokémon Inspired Weapons & Items


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233 - Poryguntu
Weapon (Laser Pistol) – Very Rare (18,320 gp, requires attunement)
This pink +2 laser pistol has a strange design that an artist might say
looks like a duck, while others might say it looks like spilt paint. The
bottom of the handle opens up to reveal a slot that a crystal or gem can
be inserted into.
See DMG 267 for specifics about laser pistols. Pistols are considered
Martial Ranged Weapons, and this revolver has the loading properties,
requires magical crystals or gems to provide charges, weighting 2 lbs
when empty. It is shot similarly to a crossbow, but requires its own
proficiency, and uses Constitution as its attack modifier, but doesn't use
a damage modifier beyond the +2.
The pistol has a variable number of charges, depending on the crystal
or gem used. One a suitable item is inserted, it cannot be used in any
other manner. Suitable crystals and gems include:
Arcane Focus Crystals (PHB 151), they can be purchased in magic
supply shops for 10 gp each, provide 2 charges, and the crystal loses all
of its magical energies once the charges are expended, turning into a
mundane crystal.
Spell Gems (OoTA 223), have a number of charges equal to the spell level contained in the gem. The contained spell is
consumed, but the now empty spell gem can be used as normal afterward. If the spell gem requires attunement, it does not need to
be attuned to you to function in the pistol.
Elemental Gems (DMG 167), which provide 5 charges, adds 1d6
lighting, fire, cold or bludgeoning damage depending on the gem’s type,
and the gem is destroyed.
Gem of Brightness (DMG 171), which provides 10 charges and
becomes a 50 gp non-magical jewel.
Gem of Seeing (DMG 172), which provides 3 charges provided
someone (it does not need to be you) is attuned to it, and regains
1d3 expended charges at dawn.
Pearl of Power (DMG 184), which provides 3 charges provided
someone (it does not need to be you) is attuned to it, and regains all
3 charges at dawn.
One charge can be used to make an attack against a target at a range
of 40/120 as it fires a blast of radiant energy. On a successful hit, they
take 3d6 radiant damage. Crystals can’t be removed until fully expended,
and once expended the pistol needs to be reloaded. Reloading takes an
action as the old crystal is removed from the slot in the handle and a
new crystal inserted, provided you have a suitable crystal at hand.
While attuned to the pistol, you don't require air, food, drink, or sleep to
survive, but rests are still required for recovery,, you are resistant to being magically charmed, frightened, paralyzed, petrified, or
poisoned, and you become resistant to the last kind of damage you took.
You can, as an action, use 5 shot charges to determine a target's: statistics, AC and hit point; damage immunities, resistances
and vulnerabilities; condition immunities, resistances and vulnerabilities; senses, skills and languages; abilities; actions; or
reactions. This can only be done to a creature once every 24 hours.
You can also expend 5 charges as a reaction to either become resistant to the last type of damage you took for 1 minute, or to
change the color of your skin and clothes to match your surrounding terrain, gaining advantage on all Stealth rolls to hide in that
terrain for 1 minute.

234 - Staffler
Staff () – Very Rare (7340 gp, requires attunement)
This light brown staff has an oval antler on its top with a black pearl in its center. Two ear like flaps hang below the antler.
While holding the staff, you gain a +2 bonus to spell attack and damage rolls.
While attuned to this staff, you gain the Minor Illusion cantrip you have advantage on Intimidation rolls, and any creatures you
Intimidate have disadvantage on their next roll. If you take damage from a plant creature, a spell that manipulates plants, or a
weapon made predominately of plants and plant material (including those made of wood), you gain advantage on your next attack.
This staff has 6 charges, and you can expend a charge to cast Detect Magic or Silent Image, 2 charges to cast Locate Object or
Mirror Image, 3 charges to cast Major Image, or 6 charges to cast Programmed Illusion.

Pokémon Inspired Weapons & Items


105
235 - Dobrush
Wondrous (Paintbrush) – Very Rare (7350 gp, requires attunement)
This beige paintbrush has light brown strips on it, and an end that
looks like a dog's paw. The brush's bristles seem to be permanently
died green.
While attuned to this paintbrush, you have advantage against being
charmed or frightened.
As an action, you can speak a command word and oil paint will begin to
seep out of the bristles. The color and hue are determined by your
emotions, so emotional control and concentration are required to get the
colors you want.
The brush has 15 charges that refresh at dawn, which you can use to
do the following actions:
Trace: As an action, expend a charge, and paint comes out of the brush
into a duplicate of the last attack, spell or ability you witnessed. The effect
uses the original creature's modifiers and DCs if needed, but you choose
the target(s), maintain concentration, and make the rolls. You cannot have
more than one Trace active at a time.
Paintmark: As an action, expend a charge, touch a creature with the brush and leave a mark of paint, which lasts for 24 hours,
until Dispell Magic is cast on the creature, or the creature enters an anti-magic zone. While a creature has this mark, they are
resistant or vulnerable to a damage type of your choice. If the target was resistant and made vulnerable or vice versa, they cancel
each other out and the target takes normal damage.
Sketch: As an action, if you have a level in a class that learns spells
(such as Bard or Wizard) and you've witnessed a spell in your class list
since your last turn, you can expend charges equal to the spell's levels to
learn the spell. If you have to copy anything into a spell book, expending
the charges magically paints what you need into the spell book.
Cursed. This brush is cursed. After you expend one or more charges,
roll 2d8. The first d8 denotes what rolls you now have advantage on,
while the second denotes what rolls you now have disadvantage on, per
the table below. If you roll the same thing, they cancel each other out.
The stats are affected until you next expend charges, causing a reroll,
or you remove the curse. If you roll a 7, the advantage/disadvantage
applies to attacks against you. This could result in attacks against you
having advantage, while your attacks have disadvantage.
1- Strengh 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks

236 - Tyroguard
Armor (Shoulder Guard) – Uncommon (236 gp)
This light-brown shoulder guard has several lavender-brown cylindrical
protrusions on it, and is attached to some worn cloth lengths to tie around
yourself to hold it in place.
If you aren't wearing any other armor, wearing this gives you +1 AC.

237 - Kapikera
Weapon (Pike) – Rare (1750 gp, requires attunement)
This blue +1 pike has a brown point on its end with two leather tassels.
A strip of worn cloth is tied around the shaft just under the head.
While attuned to this pike you have +1 AC and are immune to being
knocked prone.
If you use this pike to damage the same target as you did on your last
turn, the attack does an additional 1d10 piercing damage, with another
additional 1d10 piercing damage if you do this for three or more turns.
This effect resets if you fail to hit the target or switch targets.

Pokémon Inspired Weapons & Items


106
238 - Muchuglove
Wondrous (Gloves) – Uncommon (185 gp, requires
attunement)
This pink loop gloves have a cream-colored strip around
the wrist, and some thin golden ribbons tied up on a bow on
the back of the hand.
While attuned to these gloves, you are immune to being
charmed, and have advantage to charm others.

239 - Elekiyoga
Weapon (Club) – Uncommon (195 gp)
This yellow club has two prongs with a black striped
clawed pillar between them. Electricity occasionally sparks
between the prongs.
Attacks with this club do an extra 1d4 lighting damage.
When you hit a target with this club, they must make a DC 10
Constitution save or be paralysed until the end of their next
turn.

240 - Maglampy
Wondrous (Lamp) – Uncommon (60 gp, requires attunement)
This light red lamp has a small handle on the back, a circle
of bulbs around its top, a stylized yellow flame on its side, and
a yellow spout.
A small flame can be produced from the spout, which can
be turned on and off with a command word, shining magical
normal light in a 60-foot radius and dim light for an
additional 30 feet.
While attuned to this lamp, you gain the Control Flames
cantrip.
Anyone who attempts to grapple or restrain you while you
are holding the lit lamp must succeed a DC 10 Dexterity or
take 1d6 fire damage from contact with the flame.

Pokémon Inspired Weapons & Items


107
241 - Milstar
Weapon (Morningstar) – Very Rare (7140 gp, requires
attunement)
This cream +2 morningstar has a black horn-pointed head,
with a bulb that resembles a set of cow's udders just below
that.
While attuned to this morningstar, you have resistance to
fire and cold damage, and you can't have disadvantage on
attacks against undead from effects that are being done to
the target (such as wearing a Cloak of Displacement or using
the Blur spell) as oppose to those put on you (such as the
frightened or poisoned conditions)
Once between long rests, you can touch a creature,
including yourself, and cast Cure Wounds at 4th level.
If you use this morningstar to damage the same target as
you did on your last turn, the attack does an additional 1d8
piercing damage, with another additional 1d8 piercing
damage for every turn after this, to a maximum of 5d8
piercing damage. This effect resets if you fail to hit the target
or switch targets.

242 - Blisseyumi
Weapon (Longbow) – Very Rare (7420 gp, requires
attunement)
This pink +2 longbow is quite elegant, with swirls all over
the handle and little wing frills coming off the ends of the
handles and arms.
The bow has 7 charges that refresh at dawn. You can, as an
action, expend 1 or more charges to cast Cure Wounds, with
each additional charge used upcasting the spell by a level, 2
charges to cast Lesser Restoration, or you can expend 2
charges as a luck point (PHB 167) at any time.
With a luck point, when you make an attack roll, an ability
check, or a saving throw, the luck point lets you roll an
additional d20. you can choose to use a luck point after you
roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability
check, or saving throw.
You can also use a luck point when an attack roll is made
against you. Roll a d20, and then choose whether the attack
uses the attacker's roll or yours. If more than one creature
spends a luck point to influence the outcome of a roll, the
points cancel each other out and no additional dice are rolled.

Pokémon Inspired Weapons & Items


108
243 - Raikloves
Wondrous (Gloves) – Legendary (50,400 gp, requires attunement)
These black gloves have a pair of large saber teeth attached Any enemy within 30 feet of you that attempts to cast a spell,
to the back with an iridescent blue star. Yellow and black trim use charges from a magic item, use Ki points, use Sorcery
arranged in jagged lines are visible around the wrist, followed points, or any other similar multi-point system to cause an
by a lavender bandage to tie around the forearm. effect must use a 1 level higher spell slot or one more
The gloves give +3 to unarmed strike attack and damage point/charge in order to cause the effect. This does not apply
rolls, and do an addition 2d6 piercing damage and 2d6 to abilities like Rage, Bardic Inspiration, Channel Divinity,
lighting damage to unarmed strike hits. Wildshape, and Divine Smite.
While attuned to these gloves, you are immune to being The gloves have 15 charges that refresh at noon, which can
stunned and paralysed, gain the Lightning Lure cantrip, can be used to cast the following spells, and additional charges
dash as a bonus action, and come under the effect of the can be used to upcast at one charge per level to a maximum
Wind Walk spell as long as you are attuned to the gloves, of 9 charges.
turning into the cloud form when you become attuned. You
can also sense any lighting storms within 50 miles of you, Witch Bolt (1 or more charges)
when something was last truck by lighting (including magical Thunderwave (1 or more charges)
lighting), and where non-magical lighting will strike a minute Thunderstep (3 or more charges)
before it does within 50 miles of you. Call Lighting (3 or more charges)
Lighting Bolt (3 or more charges)
Storm Sphere (4 or more charges)
Chain Lighting (6 or more charges)

Pokémon Inspired Weapons & Items


109
244 - Enteint
Weapon (Trident) – Legendary (51,400 gp, requires attunement)
This red-brown +3 trident has a short gold blade, flanked by Attacks with this trident do suffer the disadvantages of being
red side prongs and a metal mustache attaching it to the used underwater.
shaft. Two ragged brown ribbons flutter just below the blade. If you spend all 15 of the trident's charges and 8 hours
Attacks with this trident do an addition 4d6 fire damage. focusing on a volcano while upon it, you can change a
Any enemy within 30 feet of you that attempts to cast a volcanoes' state up or down one level.
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to Volcano States
cause an effect must use a 1 level higher spell slot or one Volcanoes generally come in four states. Going down the
more point/charge in order to cause the effect. This does not states often takes centuries normally, if not millennia, but
apply to abilities like Rage, Bardic Inspiration, Channel going up can happen in a day.
Divinity, Wildshape, and Divine Smite. #1 Erupting: The volcano is erupting lava in a dangerous
While attuned to this trident, you are immune to being manner. The full effect of the eruption is up to the DM.
stunned, gain the Fire Bolt cantrip, can dash as a bonus #2 Active: Has regular volcanic activities, often with lava
action, and can sense any volcanoes within 50 miles of you flows and/or volcanic vents, but this is not necessary.
and their status as well as how long it's been since it last #3 Dormant: Has not seen regular volcanic activities for
erupted. several centuries, but the occasional rumble might occur.
The trident has 15 charges that refresh at noon, which can This does not mean there aren't potential dangers though.
be used to cast the following spells, and additional charges #4 Extinct: Has not seen regular volcanic activities for
can be used to upcast at one charge per level to a maximum several millennia. It might be considered dead, but it could
of 9 charges. still be dangerous, just waiting as it builds pressure.
Burning Hands (1 or more charges)
Lesser Restoration (2 charges)
Flaming Sphere (2 or more charges)
Scorching Ray (2 or more charges)
Fireball (3 or more charges)
Wall of Fire (4 or more charges)
Greater Restoration (5 charges)
Flame Strike (5 or more charges)
Fire Storm (7 charges)
Incendiary Cloud (8 charges)

Pokémon Inspired Weapons & Items


110
245 - Syumicune
Weapon (Longbow) – Legendary (52,400 gp, requires attunement)
This deep blue +3 longbow has an angular design and a Attacks with this bow do not suffer any of the disadvantages
strange handle, with a slightly torn cloudy purple ribbon tied of being used underwater.
just below the handle. The bow's arms can be folded together The bow has 15 charges that refresh at dusk, which can be
away from the handle for travel as an action, and snapped used to cast the following spells, and additional charges can
back into attack mode when pulled out. be used to upcast at one charge per level to a maximum of 9
Attacks with this bow do an addition 4d6 piercing damage. charges.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use Purify Food and Drink (1 charge)
Sorcery points, or any other similar multi-point system to Create or Destroy Water (1 or more charges)
cause an effect must use a 1 level higher spell slot or one Wall of Water (3 charges)
more point/charge in order to cause the effect. This does not Water Walk (3 charges)
apply to abilities like Rage, Bardic Inspiration, Channel Tidal Wave (3 charges)
Divinity, Wildshape, and Divine Smite. Thunderstep (3 or more charges)
While attuned to this bow, you are immune to being Aura of Purity (4 charges)
stunned, gain the Shape Water cantrip, can dash as a bonus Control Water (4 charges)
action, can walk on any liquid water substance as if it were Watery Sphere (4 charges)
harmless solid ground, can sense any diseased, polluted or Maelstrom (5 charges)
poisoned bodies of water within 50 miles of you as well as Tsunami (8 charges)
the type and cause of the problem, can sense any rain storms
within 50 miles of you, and how long it has been since it last
rained in the area around you.

Pokémon Inspired Weapons & Items


111
F01 - Storm Bow
Weapon (Longbow) – Legendary (51,400 gp, requires attunement)
This purple, blue and yellow +3 longbow has a jagged design Attacks with this bow (including as a dagger) do an addition
and a strange handle, giving it the appearance of an arc of 3d6 piercing damage and 1d6 lighting damage.
lighting among the clouds. Two elegant ribbons are tied at The bow has 15 charges that refresh at mid-afternoon,
either end of the handle. The handle has a blade coming out which can be used to cast the following spells, and additional
the front of the bow, which can be used as a regular dagger. charges can be used to upcast at one charge per level to a
Any enemy within 30 feet of you that attempts to cast a maximum of 9 charges.
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to Thunderwave (1 or more charges)
cause an effect must use a 1 level higher spell slot or one Sleet Storm (3 charges)
more point/charge in order to cause the effect. This does not Thunderstep (3 or more charges)
apply to abilities like Rage, Bardic Inspiration, Channel Call Lighting (3 or more charges)
Divinity, Wildshape, and Divine Smite. Control Water (4 charges)
While attuned to this bow, you are immune to being Watery Sphere (4 charges)
stunned, gain the Thunderclap cantrip, can dash as a bonus Ice Storm (4 or more charges)
action, and come under the effect of the Wind Walk spell as Storm Sphere (4 or more charges)
long as you are attuned to the bow, turning into the cloud Chain Lighting (6 or more charges)
form when you become attuned. You can also sense any Storm of Vengeance (9 charges)
storms within 50 miles of you, including those that will
naturally form within the next hour, what kind of storm it is,
how intense it is, how long it will last, and where it will go
over the next week or until it dissipates, whichever is closer.

Pokémon Inspired Weapons & Items


112
246 - Yodrillas
Wondrous (Drill) – Rare (2460 gp)
This olive-green hand drill has a red diamond button on its
center, and when pressed turns the drill on or off.
When on, you can use the drill to carve a circular 5 ft
diameter tunnel through solid rock at a rate of 5 ft per minute
(6 inches per round), although while tunneling you and any
other creatures within 10 feet of the drilling must succeed a
DC 14 Dexterity save or take 1d6 bludgeoning damage from
flying debris each round.

247 - Sanagirmask
Wondrous (Mask) – Very Rare (7420 gp, requires
attunement)
This grayish-blue mask is made of hard rock, has a large
horn on the forehead, long pieces that cover the cheeks, and a
separate section that goes over the chin and lower jaw. It has
a swept back look, with several parts going back into points.
While attuned to this mask, if you are affected by a status
condition you have advantage on attack rolls, you gain 10 feet
of burrowing speed, you have advantage on Dexterity rolls in
sandy terrain, you are immune to the effects of sandstorms,
and as a reaction you can attempt to remove any status
condition you have not being physically induced (ie grappled,
restrained). Roll 1d6, and on a 5 or 6, you're cured of the
condition as your skin seems to shed a thin layer of magical
energy that dissipates into the air.
When wearing the mask, you gain +2 AC.
Cursed. This mask is cursed. While attuned to it, your
swim speed drops to 0, regardless of any other modifiers to it,
and in water you sink at a rate of 60 feet per round.

Pokémon Inspired Weapons & Items


113
248 - Tybangitar
Weapon (Greatclub) – Legendary (51,800 gp, requires attunement)
This +3 great club is made of jade rock, with a spiral of Once between long rests, you can use this club to strike the
spikes going up the shaft. Its surface feels rough and coarse, ground to cast the Earthquake spell as an action, with a DC
like sand. 15 Concentration save and DC 17 Dexterity save for the spell.
Attacks with the club do an additional 2d8 bludgeoning and The weather around this club is always being pushed
2d8 piercing damage. towards hot, calm, and sunny, as if it has a constant Control
While attuned to this club, if you are affected by a status Weather spell in effect. If the club is kept in one place, like a
condition you have advantage on attack rolls, you have city or dungeon, this weather will last for 1d4+4 days before
advantage on Intimidation, you gain 20 feet of burrowing dissipating. If the club is moved more than 5 miles that where
speed, you have advantage on Dexterity rolls in sandy terrain, it was at dawn or someone casts Control Weather within 1
you are immune to the effects of sandstorms, and as a mile of the club, then the effect reactivates.
reaction you can attempt to remove any status condition not If this club is brought into a desert, an area suffering from
being physically induced (ie grappled, restrained). Roll 1d6, sever drought, or an otherwise sandy area, the club's weather
and on a 5 or 6, you're cured of the condition as your skin effect will cause a sandstorm to arise, lasting 1d4+4 days
seems to shed a thin layer of magical energy that dissipates before dissipating, with the timer resetting anytime the club
into the air. is used in combat, regardless of if a sandstorm is active or
You can also sense any sandstorms within 100 miles of not.
you, including those that will naturally form within the next While in a sandstorm, you can also speak a command word
hour, how intense it is, how long it will last, and where it will as an action, causing a 30-foot radius sphere around you to
go over the next week or until it dissipates, whichever is become normal weather, with the sandstorm continuing
closer. beyond that. This effect can be turned off by repeating the
command word and ends if you are knocked unconscious.

Pokémon Inspired Weapons & Items


114
249 - Lungia
Weapon (Longbow) – Legendary (59,100 gp, requires attunement)
This navy blue +3 longbow has large silver-white ruffles Attacks with this bow do not suffer any of the disadvantages
coming from the handle, and weathered white and blue of being used underwater.
ribbons tied to the handle. The from of the bow has a blade While attuned to this bow you gain a flight speed of 40 feet,
attached to it, and can be used to make normal dagger no longer need to breath to survive, and at full health, any
attacks. There is no visible bowstring, but passing your hand damage done to you is reduced by half, rounding up to the
through where it should be and you will feel a small and nearest point of damage and at a minimum of 1 damage.
focused cool stream of air running between the two ends of Attacks with this bow (including as a dagger) do an
the bow. Once attuned to the bow, you can grasp this steam addition 4d6 piercing damage, and gain an improved critical
and use it as a normal bowstring. Pulling back the bowstring of 1, where your range on critical hits increases by 1, ie from
causes an arrow of swirling air to form pulled from the critical hits on 20 to critical hits on 19 to 20.
Elemental Plane of Air. The arrows act like regular arrows, Any enemy within 30 feet of you that attempts to cast a
and become regular air after impact or if the bow isn't fired. spell, use charges from a magic item, use Ki points, use
Arrows can't be removed to be used in other bows, as they Sorcery points, or any other similar multi-point system to
will become regular air. cause an effect must use a 1 level higher spell slot or one
The bow has 15 charges that refresh at midnight, which more point/charge in order to cause the effect. This does not
can be used to cast the following spells, and additional apply to abilities like Rage, Bardic Inspiration, Channel
charges can be used to upcast at one charge per level to a Divinity, Wildshape, and Divine Smite.
maximum of 9 charges.
Thunderwave (1 or more charges)
Gust of Wind (2 charges)
Warding Wind (2 charges)
Wind Wall (3 charges)
Storm Sphere (4 or more charges)
Control Winds (5 charges)
Investiture of Wind (6 charges)
Whirlwind (7 charges)
Storm of Vengeance (9 charges)

Pokémon Inspired Weapons & Items


115
250 - Shakuhō-Oh
Staff () – Legendary (61,000 gp, requires attunement)
This navy-blue staff has a set of wings with red and green Whenever you take a short rest and heal with your hit dice,
section arching upwards on top, with a mass of golden you can double your Constitution modifier for the healing.
ribbons below. The feathers and ribbons shimmer with You can also add additional 1d8 hit dices during a short rest,
rainbows in sunlight. but for every dice you add you have disadvantage on attack
While attuned to the staff, you gain a +3 bonus to spell rolls for 30 minutes after your short rest.
attack and damage rolls, the Produce Flame, Sacred Flame The staff has 20 charges that refresh at noon, which can be
and Create Bonfire cantrips, a flight speed of 40 feet, used to cast the following spells, and additional charges can
resistance to cold damage, you are under the effect of the be used to upcast at one charge per level to a maximum of 9
Death Ward spell for 24 hours, refreshing at noon each day. charges.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use Burning Hands (1 or more charges)
Sorcery points, or any other similar multi-point system to Gust of Wind (2 charges)
cause an effect must use a 1 level higher spell slot or one Revivify (3 charges)
more point/charge in order to cause the effect. This does not Fireball (3 or more charges)
apply to abilities like Rage, Bardic Inspiration, Channel Aura of Life (4 charges)
Divinity, Wildshape, and Divine Smite. Wall of Fire (4 or more charges)
Raise Dead (5 charges)
Reincarnate (5 charges)
Flame Strike (5 or more charges), and can also be cast as
a 1 minute ritual at 5th level.
Investiture of Flame (6 charges)
Resurrection (7 charges)
Fire Storm (7 charges)
True Resurrection (9 charges)

Pokémon Inspired Weapons & Items


116
251 - Celebīto
Wondrous (Instrument, Harp) – Artifact (Requires attunement)
This handheld harp has a bent wooden frame with leaves While attuned to this harp, you gain a +3 bonus to spell attack
growing off the ends. A woven grass doll with a green onion and damage rolls, a flight speed of 20 feet, the Mending
head is tied to the harp's bend, with the ends of the grass cantrip, you have advantage on all rolls to prevent status
string used coming of its back in long leaf-like wings. conditions, and if you would roll to remove a status condition
The harp has 25 charges that refresh at midnight, which at the end of your turn, you instead do so at the start of your
can be used to cast the following spells, some of which you turn.
can also cast as rituals, and additional charges can be used to You can also sense within 1000 miles of you, any temporal
upcast at one charge per level to a maximum of 9 charges. travel arrivals and departures and when they came from, as
well as any temporal anomalies, their nature and how to
Speak with Animals (1 charge, Ritual) resolve them.
Entangle (1 charge) You can also use all 25 charges in a 10-minute casting
Faerie Fire (1 charge) playing the harp to travel backwards or forwards (your
Blur (2 charges) choice) through time 40 years. You and any creatures within
Locate Animals or Plants (2 charges, Ritual) 15 feet of you at the end of the ritual disappear in a swirl of
Healing Spirit (2 or more charges) leaves, and arrive at the exact same place 40 years exactly in
Animal Messenger (2 or more charges, Ritual) the past or future, down to the month, day, hour, minute and
Speak with Plants (3 charges, Ritual) second. You can move and talk while casting the ritual, and
Divination (4 charges, Ritual) the charges are not expended until the end of the ritual and
Guardian of Nature (4 charges) the time travel takes place. If you or anyone you bring with
Commune with Nature (5 charges, Ritual) you would arrive in a hazardous space (such as no solid
Druid Grove (6 charges) ground, lava, stone filled, etc) , you immediately know this as
Foresight (9 charges) soon as you start the ritual, and know of any nearby safe
Time Stop (9 charges) areas when you want to arrive. If you travel to the past, your
actions can change the future, regardless if you return to
when you came.

Pokémon Inspired Weapons & Items


117
252 - Treeckand
Wand () – Uncommon (155 gp, requires attunement)
This leafy green wand has a head that resembles a lizard, a
red diamond where it meets the shafts, with a leafy vine
warped around it just below that.
While attuned to this wand, spells that utilize plants (such
as Thorn Whip or Entangle) do +1 damage, or +1 to save DCs
if they don't do damage. If you are below half your hitpoints,
that modifier becomes +2.

253 - Grovyna
Weapon (Longsword) – Rare (1560 gp, requires attunement)
This +1 katana longsword has a green handle, leafy guard,
and red leather wrapped around the handle. It comes with a
matching green sheath with red trim and a bit of leafy flair.
While attuned to this sword, you have advantage on
Athletic rolls while climbing, and if you aren't wearing
Medium or Heavy armor you gain 10 feet of movement speed
and gain 10 feet of climbing speed.
Attacks with this sword gain an improved critical of 1,
where your range on critical hits increases by 1, ie from
critical hits on 20 to critical hits on 19 to 20.

254 - Sceptuitl
Weapon (Macuahuitl) – Very Rare (15,700 gp, requires
attunement)
This +2 macuahuitl has rows of stiff, razor sharp leaves
held together between two long, green pieces of wood, which
also form the handle. A guard separates the blade from the
handle, with six yellow balls around its edge. Red leather
trims the two ends of the handle, and the pommel resembles
a closed reptilian fist.
While attuned to this macuahuitl, you have advantage on
Athletic rolls while climbing, advantage on Survival and
Nature checks involving Jungles and Forests, and if you aren't
wearing Medium or Heavy armor you gain 20 feet of
movement speed and gain 20 feet of climbing speed.
Attacks with this macuahuitl gain an improved critical of 1,
where your range on critical hits increases by 1, ie from
critical hits on 20 to critical hits on 19 to 20.
Macuahuitl
Macuahuitl are a type of sword where small blades, usually
stone pieces like obsidian, are held together between two
pieces of wood bound together. They are much more
common in areas where metal working is rare, if non-
existent.
Common Macuahuitl are Martial Melee Weapons, cost 15
gp, weight 6 lbs., do 1d10 slashing damage, and have the
Two-handed property. Anyone proficient with Greatclubs or
Greatswords has proficiency with Macuahuitl.
Due to their piecemeal make, common Macuahuitl risk
breaking or loosing blades during combat. If you roll a 1 on
an attack with a common Macuahuitl, roll another d20. On a
1, the Macuahuitl gains -1 to its damage. Anyone proficient
with Carpenter’s Tools or Mason’s Tools can spend an hour
(such as over a short rest) repairing the Macuahuitl, which
removes a -1 gained in this fashion.

Pokémon Inspired Weapons & Items


118
255 - Torchiwa
Wondrous (Fan) – Uncommon (175 gp, requires attunement)
This orange uchiwa hand fan is made of three large
rounded feathers, with a bunch of down feathers around
where it attaches to the handle, with a charcoal colored gem
in the middle of all that.
The fan is warm to the touch, and when used as a fan
blows warm air, even in freezing weather.
While attuned to this fan, spells that utilize fire (such as
Create Bonfire or Flaming Sphere) do +1 damage, or +1 to
save DCs if they don't do damage. If you are below half your
hitpoints, that modifier becomes +2.

256 - Comblocken
Wondrous (Shinguards) – Rare (1580 gp, requires
attunement)
These yellow guards have three spikes coming out of the
front down the shin, a ring of down feathers around the top,
with three larger red feathers decorating the top. The sides
and backs of the guards are painted red in fiery patterns.
These shin guards give +1 AC, and do an addition 1d4
piercing damage to unarmed strike hits done with kicks.
While attuned to these shin guards, you gain 10 feet of
speed, you have advantage on Dexterity rolls to avoid being
grappled, restrained, or take damage, do not feel the effects of
cold weather, and if you fall below half of your hitpoints, these
shin guards do an additional 1d4 fire damage.

257 - Blaziklaw
Wondrous (Gloves) – Very Rare (15,900 gp, requires
attunement)
These red gloves have a yellow diamond pattern on the
back and yellow down feather trim around the wrist with two
strips of yellow ribbon. Three metal blades come out the back
of each glove.
The gloves give +2 to unarmed strike attack and damage
rolls, and do an addition 1d6 slashing damage and 1d6 fire
damage to unarmed strike hits.
These gloves do not do damage to you if the Heat Metal
spell is cast on them, instead adding the effect to the gloves'
damage.
While attuned to these gloves, you gain 20 feet of
movement, you have advantage on Dexterity rolls to avoid
being grappled, restrained, or take damage, do not feel the
effects of cold weather, unarmed strikes gain an improved
critical of 1, where your range on critical hits increases by 1,
ie from critical hits on 20 to critical hits on 19 to 20, and if
you fall below half of your hitpoints, these gloves do an
additional 1d6 fire damage.

Pokémon Inspired Weapons & Items


119
258 - Mudkhopz
Weapon (Handaxe) – Uncommon (195 gp, requires
attunement)
This handaxe has a light blue handle, a metal axe head
with orange flare on the back of the head and the pommel.
While attuned to this axe, you can breathe underwater
through your skin, and if you are below half your hitpoints,
this axe does an additional +1 slashing damage.
Attacks with this axe do not suffer any of the disadvantages
of being used underwater.
Evolving: If this axe remains on the Elemental Plane of
Water and/or Swamp of Oblivion for a year, it will become a
Marshchomp.

259 - Marshchop
Weapon (Battleaxe) – Rare (1600 gp, requires attunement)
This light blue +1 battleaxe has a metal axe head that
resembles a fin, a long thin poll off the back, which has an
orange cap, along with the top and bottom of the shaft, which
also have points.
While attuned to this axe, you can breathe underwater
through your skin, have advantage on Perception checks
when underwater, are immune to muddy difficult terrain, and
if you are below half your hitpoints, this axe does an
additional 1d4 slashing damage.
Attacks with this axe do not suffer any of the disadvantages
of being used underwater, and enemies hit with this axe have
disadvantage on their next attack.
Evolving: If this axe remains on the Elemental Plane of
Water and/or Swamp of Oblivion for a decade, it will become
a Marshchomp.

260 - Swamphurt
Weapon (Dual-blade sword) – Very Rare (16,100 gp, requires
attunement)
This light blue +2 Dual-blade has a white-wrapped handle
with a curved handguard that has orange markings along the
outer edge. A long broad blade is at one end, and a hooked
blade is at the other.
While attuned to this sword, you can breathe underwater
through your skin, a swim speed of 40 feet, have advantage
on Perception checks when underwater, are immune to
muddy difficult terrain, and if you are below half your
hitpoints, this sword does an additional 1d6 slashing damage.
Attacks with this sword do not suffer any of the
disadvantages of being used underwater, and enemies hit
with this sword have disadvantage on their next attack.
Dual-Blade Sword
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.
Pokémon Inspired Weapons & Items
120
F02 - The Blades of Swamp and Stone
Weapon (Dual-blade sword) – Legendary (35,300 gp, requires attunement)
This +3 sword has two parts that seem to be in opposition. Attacks with this sword do not suffer any of the
The handle, handguard and one of the blades appears to be disadvantages of being used underwater, and enemies hit
made of stone to resemble a dragon wing, with the inner with this sword have disadvantage on their next attack.
wing made of purple stone as the blade. The other blade is
blue and curved, with a orange block by the handle. Dual-Blade Swords
While attuned to this sword: you can breath underwater Dual-Blades are a type of sword with two bladed ends. The
through your skin: a swim speed of 40 feet; you have shape of the blades can vary, even between the two ends.
advantage on Intimidation rolls; have advantage on Common Dual-Blades are Martial Melee Weapons, cost 30
Perception checks when underwater; are immune to muddy gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
difficult terrain; if you are below half your hitpoints, this handed property. Anyone proficient with Longswords or
sword does an additional 1d6 slashing damage; and any Greatswords has proficiency with Dual-Blades.
enemy within 30 feet of you that attempts to cast a spell, use A single Dual-Blade can be wielded like you are fighting
charges from a magic item, use Ki points, use Sorcery points, with two weapons, per Two-Weapon Fighting on PHB 195,
or any other similar multi-point system to cause an effect but they require a lot of concentration, and so you have
must use a 1 level higher spell slot or one more point/charge disadvantage on Concentration saves while wielding a Dual-
in order to cause the effect. This does not apply to effects like Blade.
Rage, Bardic Inspiration, Channel Divinity, Wildshape, Divine
Smite.

Pokémon Inspired Weapons & Items


121
261 - Punyena
Weapon (Dagger) – Common (55 gp, requires attunement)
This charcoal black dagger has a handguard parallel to the
handle and a curved tooth-like blade with a white edge. Grey
tuffs of fur decorate the ends of the handle.
While attuned to this dagger you have +1 on Dexterity rolls
to avoid being grappled, restrained, or take damage, and
advantage on Perception checks that use smell.

262 - Spaerna
Weapon (Spear) – Uncommon (155 gp, requires attunement)
This gray spear has a black blade with white edges and a
decoration of charcoal black fur just below than. One side of
the fur has a tail-like flair, while the other has an ear-like flair
designed to mimic the blade.
While attuned to this spear: you have +1 on Intimidation
rolls; if you are afflicted with a status condition, you gain 15
feet of movement, even if the condition would prevent
movement; advantage on Perception checks that use smell;
and anytime you down a target with the spear, you have +1 on
your next attack roll to hit.

Pokémon Inspired Weapons & Items


122
263 - Zigzagzuchi
Weapon (Light hammer) – Common (65 gp, requires
attunement)
This beige and brown hammer has a fur covered top tied
back in a tail.
While attuned to this hammer, you have +1 on Investigation
rolls to find objects, and if you are afflicted with a status
condition, you gain 5 feet of movement, even if the condition
would prevent movement.

264 - Linoobi
Wondrous (Sash) – Uncommon (165 gp, requires
attunement)
This beige sash has brown strips down its length, ending in
a four clawed broad paw.
While attuned to this sash, you have +1 on Investigation
and Sleight of Hand rolls, and if you are afflicted with a status
condition, you gain 15 feet of movement, even if the condition
would prevent movement.

Pokémon Inspired Weapons & Items


123
265 - Whumple
Wondrous (Brass Knuckles) – Common (65 gp)
These pink brass knuckles have three yellow spikes on top
of each, as well as some smaller white spikes on the side. A
10-foot rope of woven silk attaches the two.
These brass Knuckles add 1d4 piercing damage to
unarmed strikes when worn, gives advantage on rolls to
grapple or restrain a target when wielded, but also give
advantage to hostile creatures' rolls to grapple or restrain
you.
Brass Knuckles
Brass knuckles are weapons designed to fit around the
knuckles, often with a descending piece to fill the closed
palm of a fist. They preserve and concentrate the force of a
punch into a smaller contact area with a harder material, thus
doing more damage, while also reducing the potential
damage to the attacker.
You can not wear gloves while wearing brass knuckles,
unless they are fingerless gloves, you have difficultly
manipulating objects while wearing knuckles, and you can't
effectively wield any other weapons.

266 - Whilcoon
Weapon (Whip) – Uncommon (140 gp, requires attunement)
This white whip is made of woven silk with a red gem in
the guard. Soft spikes of sticky silk run along the whip's
length.
While attuned to this whip, you have advantage on rolls to
grapple or restrain a target, and on rolls to avoid being
inflicted with status conditions.

267 - Beautiflyumi
Weapon (Longbow) – Rare (1690 gp, requires attunement)
This +1 bow has arms that look like yellow and black
butterfly wings, with the occasional spots of red and blue.
Two long tassels resembling antennae hang from the handle.
While attuned to this bow, you have advantage on
Investigation and Survival rolls to find flowers, advantage on
rolls to avoid being inflicted with status condition, and if you
fall below half your hitpoints, attacks with this bow do an
additional 1d6 piercing damage.

Pokémon Inspired Weapons & Items


124
268 - Dagcoon
Weapon (Dagger) – Uncommon (160 gp, requires
attunement)
This lavender dagger is shaped like a spike, is made of
woven and harden silk. A red gem is embedded in the
pommel, with a small length of silk coming off that.
While attuned to this dagger, you have advantage on rolls to
grapple or restrain a target, and on rolls to avoid being
inflicted with status conditions.

269 - Dustoxsen
Weapon (Tessen) – Rare (1610 gp, requires attunement)
This green +1 tessen has leaves with dark green pointed
edges and red circles on alternating leaves at the top of the
leaves, and a series of red dots along the bottom of the leaves.
The fan has purple guards and two strings with fuzzy tassels
on the ends.
While attuned to this tessen, you have advantage on
Investigation and Perception rolls, advantage on rolls to avoid
being inflicted with status condition, and attacks with this
tessen have advantage.
This Tessen looks like a regular folding fan, and can be
identified as a tessen and not a folding fan with a DC 18
Perception check or by physically examining it.
Tessen
Tessen are folding fans made with thin sheets of steel or iron,
and usually decorated to look like regular folding fans. They
are often taken into situations where more obvious weapons
would not be allowed, as their sharpened outer edge can cut,
or their folded mass can bludgeon. They can also be used
defensively when opened.
Common Tessen are Simple Melee Weapons, cost 25 gp,
weight 1 lb., and have the Light and Finesse properties. The
Tessen can be opened and closed with a flick of the wrist as a
bonus action. When closed, the Tessen does 1d6 bludgeoning
damage, and when open, it does 1d4 slashing damage and
gives +1 AC.
Artificer, Monks and Rogues have proficiency with Tessens,
as does anyone with the Charlatan, Spy, and Entertainer
backgrounds.

F03 - Spear of Spun Silk


Weapon (Spear) – Uncommon (150 gp, requires attunement)
This spear is woven of hardened white and lavender silk in
a twisted pattern, ending with a blade. The shaft and blade
are connected by a section of wrapping that resembles a
cocoon with small lengths of silk come off it, as well as two
red gems embedded in its center and two ribbons of silk
coming off the spear below the gem.
While attuned to this spear, you have advantage on rolls to
grapple or restrain a target, and on rolls to avoid being
inflicted with status conditions.

Pokémon Inspired Weapons & Items


125
270 - Rotad
Rod () – Common (72 gp, requires attunement)
This blue rod has yellow trim and a green dish shaped like
a lily pad on top with a clear glass orb that has an ever-
present thin coating of water.
While attuned to this rod, you regain 1 hitpoint for every
minute you are out in rain, either not wearing rain gear or
holding this rod up in the rain. This effect only applies if the
rain is clean water.
Evolving: If this rod remains on the Swamp of Oblivion for
a month, it will become a Glombre.

271 - Glombre
Wondrous (Glove) – Uncommon (280 gp, requires
attunement)
This green fingerless glove has red spikes on each knuckle,
and a green dish shaped like a lily pad with a clear glass orb
that has an ever-present thin coating of water attached over
the wrist.
While attuned to this glove, you gain the ability to breath
underwater through your skin, and when out in rain you gain
10 feet of speed and you regain 1 hitpoint for every minute
out in the rain so long as the dish isn't covered. This effect
only applies if the rain is clean water.
Evolving: If this glove remains on the Swamp of Oblivion
for a year, it will become a Ludichokutō.

272 - Ludichokutō
Weapon (Shortsword) – Rare (2720 gp, requires attunement)
This +1 shortsword is a wooden handle with yellow leather
wrapped around it and a lily pad shaped guard. Once attuned
to the sword, you can speak a command word and a blade of
water will come out of the handle. The blade can be retracted
by repeating the command word or loosing the attunement.
While attuned to this sword, you have advantage on
Performance rolls to dance, you gain the ability to breath
underwater through your skin, a swim speed equal to your
walking speed, and when out in rain you gain 15 feet of speed
and swim speed, as well as regain 1 hitpoint for every minute
out in the rain so long as the guard isn't covered. This effect
only applies if the rain is clean water.

Pokémon Inspired Weapons & Items


126
273 - Painipiot
Weapon (Flail) – Common (75 gp, requires attunement)
This flail is made of a wooden handle and a hard acorn tied
together by several long strips of bark tied together.
While attuned to this flail, if you have been magically put to
sleep, you automatically wake up at the end of your next turn.
Once between long rests, as an action, you can touch a tree
and heal yourself 1d4 hitpoints. This causes the tree to
wither and die. This effect can be done on tree-based plant
creatures, such as Dryads and Treants, doing necrotic
damage to them equal to what you healed.
Evolving: If this flail remains on the Swamp of Oblivion for
a month, it will become a Konohachiwara.

274 - Konohachiwara
Weapon (Dagger) – Uncommon (275 gp, requires
attunement)
This katar dagger is made of carved hard wood and has a
leaf growing off the handle.
While attuned to this dagger, if you have been magically put
to sleep you automatically wake up at the end of your next
turn, your speed increases by 10 feet in sunlight, and you
gain +1 on Sleight of Hand rolls to pickpocket.
On a critical hit with this dagger, the target is stunned until
the end of their next turn.
Once between long rests, as an action, you can touch a tree
and heal yourself 1d6 hitpoints. This causes the tree to
wither and die. This effect can be done on tree-based plant
creatures, such as Dryads and Treants, doing necrotic
damage to them equal to what you healed.
Evolving: If this dagger remains on the Swamp of Oblivion
for a year, it will become a Staftry.

275 - Staftry
Staff () – Rare (2750 gp, requires attunement)
This +1 quarterstaff is made of carved wood, with a hand
guard over the middle, points at the ends, with leaves and a
white plant fiber growing where the shaft becomes points.
Attacks with this staff can do piercing damage instead of
bludgeoning damage if you choose, and if you are holding it
two handed you can do a second attack with the staff as a
bonus action, but it doesn't use your ability modifier, just your
proficiency, per Two-Weapon Fighting on PHB 195.
While attuned to this staff, if you have been magically put
to sleep you automatically wake up at the end of your next
turn, your speed increases by 20 feet in sunlight, and you
gain advantage on Sleight of Hand rolls to pickpocket.
On a critical hit with this staff, the target is stunned until
the end of their next turn.
Once between long rests, as an action, you can touch a tree
and heal yourself 1d8 hitpoints. This causes the tree to
wither and die. This effect can be done on tree-based plant
creatures, such as Dryads and Treants, doing necrotic
damage to them equal to what you healed.

Pokémon Inspired Weapons & Items


127
276 - Subamerang
Weapon (Boomerang) – Uncommon (265 gp, requires
attunement)
This white boomerang is made of a bird's wing, and has
navy blue trim, navy blue feathers attached to the handle, and
a beak and crest attached to its center.
While attuned to this boomerang, if you are suffering from
a status condition this boomerang does an additional 1d4
bludgeoning damage.
Attacks with this boomerang on undead creatures bypass
any damage resistances or immunities the creature might
have to damage from this boomerang.
Evolving: If this boomerang remains on the Elemental
Plane of Air for a month, it will become a Swellbow.
Boomerangs
Boomerangs are Simple Ranged Weapons, functioning as a
cross between a Javelin and a Club, and anyone proficient
with those weapons has proficiency with a Boomerang. A
common boomerang costs 10 gp, does 1d4 bludgeoning
damage, weights 1 lb., and has the light, finesse and thrown
(range 60/120) properties. Ranged attacks with the
boomerang can ignore cover if the thrower has a clear
circular path between themselves and the target (ie if the
target is hiding behind a pillar, but not around a corner).
They can also target a secondary creature that is on the
way to or near their initial target, who must make a Dexterity
save against the thrower’s hit roll. On a fail they take half the
damage rolled, and on a success, they take no damage.
Regardless if the boomerang hits any of its targets, it
returns to the thrower’s hand. They have disadvantage under
water.

277 - Swellbow
Weapon (Longbow) – Rare (1780 gp, requires attunement)
This navy blue +1 bow is made of a bird's wing and red
willow. Long navy-blue feathers with red tips hang from the
bow's handle.
While attuned to this bow, you have advantage on rolls to
prevent being frightened, and if you are suffering from a
status condition this bow does an additional 1d8 piercing
damage.
Attacks with this bow on undead creatures bypass any
damage resistances or immunities the creature might have to
damage from this bow, including damage using magical
arrows.

Pokémon Inspired Weapons & Items


128
278 - Camomerang
Weapon (Boomerang) – Uncommon (275 gp, requires
attunement)
This white boomerang resembles an elongated wing, with
two points on one end and one point on the other. Blue strips
wrap around the boomerang at both ends, with a bit of ribbon
coming off the one-point end's strip. A hard piece like a beak
covers the bend point.
While attuned to this boomerang, you cannot have
disadvantage on attack rolls via non-magical means (such as
the dodge action), and when in rain any status conditions not
being physically induced (ie grappled, restrained) are healed
at the start of your next turn.
Boomerangs
Boomerangs are Simple Ranged Weapons, functioning as a
cross between a Javelin and a Club, and anyone proficient
with those weapons has proficiency with a Boomerang. A
common boomerang costs 10 gp, does 1d4 bludgeoning
damage, weights 1 lb., and has the light, finesse and thrown
(range 60/120) properties. Ranged attacks with the
boomerang can ignore cover if the thrower has a clear
circular path between themselves and the target (ie if the
target is hiding behind a pillar, but not around a corner).
They can also target a secondary creature that is on the
way to or near their initial target, who must make a Dexterity
save against the thrower’s hit roll. On a fail they take half the
damage rolled, and on a success, they take no damage.
Regardless if the boomerang hits any of its targets, it
returns to the thrower’s hand. They have disadvantage under
water.

279 - Pelippurabu
Weapon (Greatclub) – Rare (1800 gp, requires attunement)
This white +1 greatclub has a head that resembles a
pelican's beak wrapped in a white wing with blue tips. Blue
cloth is wrapped around the grip.
While attuned to this club, you cannot have disadvantage
on attack rolls via non-magical means (such as the dodge
action), and when in rain any status conditions not being
physically induced (ie grappled, restrained) are healed at the
start of your next turn.
The weather around this club is always being pushed
towards a warm, calm, light rain, as if it has a constant
Control Weather spell in effect. If the club is kept in one
place, like a city or dungeon, the rain will last for 1d4+4 days
before dissipating. If the club is moved more than 5 miles
that where it was at dawn or someone casts Control Weather
within 1 mile of the club, then the effect reactivates.

Pokémon Inspired Weapons & Items


129
280 - Taralts
Wand () – Uncommon (280 gp, requires attunement)
This white wand has a green mushroom-shaped top with
two red horns and a red orb floating between them. A white
ribbon hangs from just below the head.
While attuned to this wand, you gain telepathy (MM 009)
with a range of 60ft., the Mage Hand cantrip, can cast Detect
Thoughts at will, and are resistant to psychic damage.
Evolving: If this wand remains on The Astral Plane for a
decade, it will become a Gardarvölr.

281 - Kirlichemarde
Weapon (Rapier) – Rare (1820 gp, requires attunement)
This white +1 colichemarde rapier has a green handle with
a green cross guard with two red horns, one of which spirals
a bit up the blade, as well as a white bell guard that looks like
ribbons.
While attuned to this rapier, you gain telepathy (MM 009)
with a range of 60ft., the Mage Hand and Minor Illusion
cantrips, can cast Detect Thoughts at will, are resistant to
psychic damage, and any status conditions you have not being
physically induced (ie grappled, restrained) are automatically
inflicted on any enemy that hits you provided they are not
immune to it.
You can also sense your allies within 60 feet of you, when
they are about to attack, and have advantage to Dexterity rolls
to avoid getting caught in their attacks, taking half damage on
a fail and no damage on a save.

282 - Gardarvölr
Staff () – Very Rare (18,300 gp, requires attunement)
This white staff has a red twisted top with a red horn
coming off one side, one end of a long green an white ribbon
tied around the horn, and a green crescent with a red orb
floating in it on top of the red mass.
While attuned to this staff, you gain a +2 bonus to spell
attack and damage rolls, telepathy (MM 009) with a range of
120ft., the Mage Hand and Minor Illusion cantrips, can cast
Detect Thoughts at will, are resistant to psychic damage, and
any status conditions you have not being physically induced
(ie grappled, restrained) are automatically inflicted on any
enemy that hits you provided they are not immune to it.
You can also sense your allies within 60 feet of you, when
they are about to attack, and have advantage to Dexterity rolls
to avoid getting caught in their attacks, taking half damage on
a fail and no damage on a save.
This staff has 9 charges that refresh at dawn, and you can
expend a charge to cast Shield or Shield of Faith, 5 charges
to cast Scrying, or as an action you can also expend a charge
to target a creature you can see and for 1 hour gain your pick
of either: their saving throw modifiers (if higher than yours);
their skill proficiencies (if higher than yours); their damage
resistances and immunities; their senses, including their
passive perception if higher than yours; or one of the target's
special traits at random, with the exception of any
spellcasting or legendary features. You can only have one of
these effects active at a time, with a new effect replacing the
old one.

Pokémon Inspired Weapons & Items


130
283 - Ametaff
Staff () – Uncommon (275 gp, requires attunement)
This light blue staff has a large bulb with a gold cap on top,
held aloft with four spindly arched legs, an orb of water
floating within the pseudo-cage the legs form.
While attuned to this rod, you can walk on any liquid water
substance as if it were harmless solid ground.

284 - Amemorbs
Wondrous (Orbs) – Rare (1800 gp, requires attunement)
These apple-sized light blue orbs have red eye markings on
their center. Each orb has wings off of one side, two small
white diamond shaped wings at the bottom, and a large half-
circle wing with red markings that make it resemble an angry
eye.
While attuned to these orbs, you have advantage to prevent
being intimidated or frightened, and you can as an action toss
these orbs into the air, and they will begin float in the air over
your shoulders about a foot back, allowing them to confer
their benefits. You can use an action to seize the orbs, ending
their effects, or another creature can use an action to try and
grab or net the orbs, with a successful AC 22 attack roll or
DC 22 Acrobatics check.
An orb has AC 22, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it floating above your shoulders.
If an orb drops to 0 hitpoints, it stops functioning but will
remain floating. Orbs will regain their hitpoints after you take
a long rest.
While both orbs are functional, you have advantage on
Intimidation rolls, and while at least one orb is functional you
can use an action to frighten any creatures that can see you.
Make an Intimidation roll and any creatures that can see you
must make an opposing Wisdom save. On a failure, they are
frightened of you for 1 minute, and can attempt the save
again at the end of their turn.

Pokémon Inspired Weapons & Items


131
285 - Shroobash
Weapon (Club) – Uncommon (285 gp, requires attunement)
This club has green plant handle, and a beige frilled
mushroom head with green spots. The top of the mushroom
has a bunch of frills that emit spores.
While attuned to this club, you are immune to the poison
condition, and whenever you land a physical attack (including
each attack in a multiattack) with this club on a creature that
breathes, roll an additional d20.
On a 20, the target must make a DC 13 Constitution save,
taking 1d6 poison and be poisoned until the end of their next
turn on a fail, or half as much damage on a pass.
On a 19-18, the target must make a DC 13 Constitution
save or be paralysed until the end of their next turn.
On a 17-15, the target must make a DC 13 Constitution
save or be stunned until the end of their next turn.
Evolving: If this club remains on the Swamp of Oblivion
for a year, it will become a Chapigtonfa.

286 - Chapigtonfa
Weapon (Tonfa) – Rare (1960 gp, requires attunement)
This green +1 tonfa has red cone ends and large green cap
mushroom head attached to the other side of the handle. Two
red and black growths are on either side the cap, looking like
a red olive with a hole in it, that emit spores.
While attuned to this tonfa, you are immune to the poison
condition, poison damage instead heals you 1/4 of the
damage it would do rounded down to a minimum of 1, and
whenever you land a physical attack (including each attack in
a multiattack) with this tonfa on a creature that breathes, roll
an additional d20.
On a 20, the target must make a DC 13 Constitution save,
taking 1d6 poison and be poisoned until the end of their next
turn on a fail, or half as much damage on a pass.
On a 19-18, the target must make a DC 13 Constitution
save or be paralysed until the end of their next turn.
On a 17-15, the target must make a DC 13 Constitution
save or be stunned until the end of their next turn.
Tonfa
Tonfa are Martial Melee Weapons that are essentially clubs
with a perpendicular handle, so it functions as a more
advance club, and anyone proficient with clubs has
proficiency with tonfas. A common tonfa is made of wood, 18
inches long, cost 1 gp, weight 2 lbs., does 1d6 bludgeoning
damage, and has the Light and Finesse properties.

Pokémon Inspired Weapons & Items


132
287 - Slakloth
Wondrous (Sash) – Uncommon (280 gp, requires
attunement)
This light brown sash has two claws on each end of the
sash, with vertical brown strips just behind the claws. There's
a knot in the middle of the sash where the two pieces are tied
together, with a section of the sash free flowing from the knot.
While attuned to this sash, you have advantage on rolls to
inflict sleep, and as an action you can use 1 of your hit dice to
heal yourself as if you were having a short rest.
Cursed: This sash is cursed. While attuned to it, you feel
slow and lethargic. During combat, at the start of your turn
you must make a DC 13 Wisdom save, and on a fail you
spend your turn doing nothing. Any ongoing effects you might
be subjected to still work as normal, and you do not loose
concentration on any spells or effects you have going from
this.

288 - Vigorough
Wondrous (Gloves) – Rare (1890 gp, requires attunement)
These light brown gloves have two brown claws coming off
the knuckles, brown strips along the side of the hands. A red
tuff of fur sits above the wrist, and the whole glove is fur
trimmed.
The gloves give +1 to unarmed strike attack and damage
rolls, and do an addition 1d6 slashing damage to unarmed
strike hits.
While attuned to these gloves you can't be put to sleep
magically and have advantage on Dexterity saving throws.
Cursed: These gloves are cursed. While attuned to them,
you can not sit still and will constantly fidget. During combat,
whenever you move or at the end of your turn if you did not
move, you must succeed a DC 15 Wisdom save, and on a
failure, you run your full movement in a straight line in a
random direction. If you would run into an occupied space or
obvious hazard, you change direction at random when you
come up to the object or hazard without hitting it.

289 - Slugking
Weapon (Greatclub) – Very Rare (19,900 gp, requires
attunement)
This brown +3 greatclub has is fur covered except for the
handle, which has a cloth wrapping, and a top that looks like
a huge closed gorilla fist.
Attacks with this club to an additional 1d8 bludgeoning
damage.
While attuned to this club, you have advantage on rolls to
inflict sleep, advantage on Constitution saves, and as an
action you can use up to 3 of your hit dice to heal yourself as
if you were having a short rest.
Cursed: This club is cursed. While attuned to it, you feel
slow and lethargic. During combat, at the start of your turn
you must make a DC 17 Wisdom save, and on a fail, you
spend your turn doing nothing. Any ongoing effects you might
be subjected to still work as normal, and you do not loose
concentration on any spells or effects you have going from
this.

Pokémon Inspired Weapons & Items


133
290 - Nincadart
Weapon (Dart) – Uncommon (29 gp)
These pale brown shuriken darts are made of insect claws
held together in a clay casing.
Attacks with these darts have advantage to hit.

291 - Ninjachi
Weapon (Shortsword) – Rare (1920 gp, requires attunement)
This +1 shortsword has a gold and black bell guard, with
white and red insect wings on its sides. The lower part of the
blade has thin gold wrappings and a red gem embedded just
above the guard.
While attuned to this sword, you have advantage on Stealth
rolls, you gain 10 feet of speed, and you have advantage on
Dexterity rolls to avoid being grappled, restrained, or take
damage.
Attacks with this sword bypass any magical buffs to AC
(such as from Mage Armor or Shield) the target has, instead
using the target's normal AC.

292 - Scydinja
Weapon (Scythe) – Very Rare (29,200 gp, requires
attunement)
This copper +2 scythe has what looks like an insect
carapace with a hole in the side on top of the handle and a
small crescent halo floating above it. You can speak a
command word to cause a ghostly purple blade to extend or
recall from the hole, making it look like a copper staff when
the blade is recalled.
While attuned to this scythe, you can only take damage
from damage types that you are vulnerable to, and you
become vulnerable to Fire, Necrotic, and Bludgeoning (both
magical and non-magical) damage.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


134
293 - Whispurone
Wand () – Uncommon (390 gp)
This pink wand has a gold hoop on top, a flattened pink orb
with a purple cross on it fit snugly within. Pink ribbons with
gold tips are tie just below the hoop. A gold button is located
on the bottom of the handle.
When someone is holding the wand, they can press the
button as an action to have the wand amplify whatever is said
or played into the flattened orb so that anyone with 120 feet
of the holder can hear what is being said or played, provided
there isn't anything in the way like a wall. Pressing the button
again turns off this effect.

294 - Bamboumjo
Wondrous (Instrument, Banjo) – Rare (2490 gp, requires
attunement)
This purple 6-string banjo has gold trim and a black head
with a pink hoop on it.
While attuned to this banjo, you have +1 to Performance
rolls, are resistant to Thunder damage, and have advantage
on saves against sound based attacks and effects (such as
those that 039 - Jigglyshush (PIWI 017) and 200 -
Mosoreavus (PIWI 090) can perform). You do however has
disadvantage on rolls to prevent being deafened.
As an action, you can use the banjo to produce a loud
shockwave in a 10 foot radius sphere centered around you.
You make a Performance roll, and each creature in the
shockwave's sphere must make an opposing Constitution
saving throw, taking 1d8 thunder damage on a fail and half
the damage on a success.

295 - Brouhorm
Wondrous (Instrument, Horn) – Very Rare (15,910 gp,
requires attunement)
This large purple horn has gold trim and a gold handle
under a bend in the horn with 4 finger holes. The horn and
handle have a long strip of leather wrapped around them
with a shoulder strap between the two to make it easier to
carry and hold this 10 pound horn.
While attuned to this horn, you have +2 to Performance
rolls, are resistant to Thunder damage, can hold your breath
for 5 times as long as you could before (PHB 183), have
advantage on saves against sound based attacks and effects
(such as those that 039 - Jigglyshush (PIWI 017) and 200 -
Mosoreavus (PIWI 090) can perform), and your attacks on
undead creatures bypass any damage resistances or
immunities the creature might have. You do however have
disadvantage on rolls to prevent being deafened.
As an action, you can use the horn to blow a loud
shockwave in a direction of your choice. You make a
Performance roll, and each creature in the shockwave's 30-
foot-long and 5-foot-wide line must make an opposing
Constitution saving throw, taking 2d8 thunder damage on a
fail and half the damage on a success.

Pokémon Inspired Weapons & Items


135
296 - Makuhitem
Wondrous (Gloves) – Uncommon (295 gp, requires
attunement)
These yellow fingerless gloves have brown trim and a pink
band around the wrist. A knot is tied into the back of the
glove.
These gloves add an addition 1d4 bludgeoning damage to
unarmed strike hits.
While attuned to these gloves, you have advantage on
attacks if you're suffering from a status condition.
While wearing these gloves, as an action you can clap your
hands together, casing the gloves to send out a sharp
ammonia smell. Any other creatures within 10 feet of you
must make a DC 13 Constitution saving throw, and have
disadvantage on the roll if they are paralysed, stunned or
sleeping. They take 1d6 poison damage on a fail and half as
much damage on a fail, and this damage is also doubled if
they are paralysed, stunned or sleeping, but are now cured of
being paralysed, stunned or sleeping.
Evolving: If these gloves remain on the Outer Plane of
Ysgard for a year, they will become a pair of Handiyama.

297 - Handiyama
Wondrous (Gloves) – Rare (1980 gp, requires attunement)
These orange fingerless gloves extend half-way up the fore
arm before ending in a yellow band. Black bandages are
wrapped around the hand and wrist.
These gloves give +1 to unarmed strike attack and damage
rolls, and do an addition 1d6 bludgeoning damage to
unarmed strike hits.
While attuned to these gloves, you are resistant to fire and
cold damage, and you have advantage on attacks if you're
suffering from a status condition.
While wearing these gloves, as an action you can clap your
hands together, casing the gloves to send out a sharp
ammonia smell. Any other creatures within 15 feet of you
must make a DC 16 Constitution saving throw, and have
disadvantage on the roll if they are paralysed, stunned or
sleeping. They take 2d6 poison damage on a fail and half as
much damage on a fail, and this damage is also doubled if
they are paralysed, stunned or sleeping, but are now cured of
being paralysed, stunned or sleeping.

Pokémon Inspired Weapons & Items


136
298 - Azuraill
Weapon (Flail) – Common (30 gp)
This light blue flail has a solid sphere head attached by an
odd black chain with several long pieces.
Attacks with this flail do not suffer any of the disadvantages
of being used underwater.
Evolving: If this flail remains on the Elemental Plane of
Water for a month, it will become a 183 - Maraill (PIWI 85).

299 - Nosepike
Weapon (Pike) – Uncommon (299 gp, requires attunement)
This pike is made of metallic rock and has a red blade also
made of metallic rock.
While attuned to this pike, you know which direction
magnetic north is.
When an enemy wearing metal armor or made of metal is
stuck by the pike, they must make a Strength save, with the
DC depending on the armor (see the Maglock table below) or
be restrained as the metal pieces stiffens and sticks together,
lasting for 1 minute. They can attempt to break free on their
turn as an action with another Strength roll.
Maglock Table
Metal Armor Strength Save DC
Chain shirt 13
Scale mail 14
Breastplate 14
Half plate 15
Ring mail 14
Chain mail 16
Splint 17
Plate 18
Made of Metal 20
Shield +2

Pokémon Inspired Weapons & Items


137
300 - Faneco
Wondrous (Fan) – Common (30 gp)
This pink fan has an up-facing crescent moon on its face.
Hanging from the joint is a pink fuzzy tassel that has three
long strings, each with a tiny bead on its end.
While holding this fan, you have advantage on rolls to
charm creatures, but also have disadvantage on rolls to
prevent yourself from being charmed.

301 - Delstaffy
Staff () – Uncommon (310 gp, requires attunement)
This cream-colored staff has a purple top with long fuzzy
ear-like wings, and a rounded broken hoop beneath that with
large beads attached to it by short lengths of string, as well as
a set of very long tassels.
While attuned to this staff, you have +1 on rolls to charm
creatures, and +1 on rolls to prevent status conditions.
This staff has 3 charges that refresh at noon. You can
expend all 3 charges to cast Catnap, or you can expend a
charge as an action to randomly duplicate an ability of one of
your allies. This does not use any of your allies’ resources.
First roll to determine which of your allies (such as a 1d10
if you have 5 allies) out of those that are within 60 feet of you.
Then consult the table below for what can be duplicated by
class. If someone is multiclassed, roll to pick a class at
random. If an ability would need a magic focus or holy
symbol and you do not have one, you use the staff. You can
only have one of these effects active at a time.
Class Abilitiy
Barbarian You enter a Rage (PHB 048)
Bard You give someone (yourself included) 1d6
Bardic Inspiration (PHB 053)
Cleric For the next minute, you Channel Divinity to
Turn Undead (PHB 059) once.
Druid You Wildshape into a CR 1/4 creature (PHB
066). Roll 1d20 and see the adjacent table
Fighter You heal yourself 1d10+2 using Second Wind
(PHB 072)
Monk For the next minute, you can take the Dodge, Roll Animal Page
Disengage, or Dash actions as a bonus action 1-4 Axe Beak MM 317
one time, or double your jumping distance
once 5-8 Elk MM 322
Paladin For the next minute you can use Lay on Hands 9-12 Giant Frog MM 325
(PHB 084) with a pool of 10 hitpoints 13-16 Giant Badger MM 323
Ranger You gain the Natural Explorer ability (PHB 091), 17-20 Wolf MM 341
lasting for one minute with the chosen terrain
being the one you're currently on
Rogue For the next minute, you can add 1d6 Sneak
Attack damage (PHB 096) if applicable
Sorcerer For a minute you gain a temporary 1st level
spell slot and know the Chaos Bolt spell
Warlock For a minute, you know two of the Warlock's
cantrips picked at random
Wizard You regain a 1st level spell slot on your next
short rest, per Arcane Recovery (PHB 115),
which can be used to cast Find Familiar once.

Pokémon Inspired Weapons & Items


138
302 - Sablelet
Wondrous (Bracelet) – Very Rare (12,300 gp, requires
attunement)
This dark purple crescent bracelet has a diamond
embedded in its center and flanked by a ruby on each side of
the diamond. There is an ear-like flair on either side of the
bracelet.
As an action, you can speak a command word, causing
wispy shadows to form around your hands, which can be
turned off by repeating the command word. While your hands
are covered, you have a burrow speed of 10 feet, you gain +2
to unarmed strikes attack and damage rolls, and unarmed
strikes do an additional 1d6 necrotic damage.
While attuned to this bracelet: you always go very last in
initiative; you cannot have disadvantage on attack rolls via
non-magical means (such as the dodge action); gain 60 feet of
darkvision; while in dim light or darkness you can Hide as a
bonus action; have advantage to frighten creatures; immune
to psychic damage; and you can sustain yourself by
consuming gems and minerals, but this will slowly cause
parts of you to begin to look like gemstones, starting with
your teeth, followed by your nails or claws, then growths on
your skin, and ending with your eyes. The more gems and
minerals you eat, the more you change. Each level of change
can be undone with a Greater Restoration spell, requiring 4
castings to undo a complete transformation.

303 - Mawitar
Weapon (Scimitar) – Very Rare (13,300 gp, requires
attunement)
This black +2 scimitar has yellow decorations, a longer
than usual handle and a second blade coming off the back of
the main blade. There are several silver teeth-like spikes on
the inside edges of the two blades, making it look like a giant
mouth.
Attacks with this scimitar do an addition 1d6 slashing
damage.
While attuned to this scimitar: you have advantage on
Intimidation and Deception rolls; can't have disadvantage on
attack rolls from effects imposed on you (such as frightened);
gain 60 feet of darkvision; are immune to the poison
condition and immune to poison damage; and have advantage
on rolls to grapple or restrain a target.
You can also make a Maw attack with the scimitar in place
of a normal attack once a round. The maw attack does 1d8
piercing damage, and the target is grappled if they are small
or larger between the two blades. The maw attack can be
done again on any creature grappled this way, automatically
succeeding. Those grappled in this way can escape with a DC
17 Strength check.

Pokémon Inspired Weapons & Items


139
304 - Aronmah
Weapon (Single Head Meteor Hammer) – Uncommon (340
gp, requires attunement)
This metal meteor hammer has a rock plated in metal and
spikes attached to a chain with a counter weight on the other
end.
While attuned to this meteor hammer, you can't be knocked
prone, and you can speak a command word to double the
weight of you and your equipment. You still treat your
equipment as its normal weight for carrying capacity, but
outside factors (such as mounts or architecture) are affected.
Meteor Hammers
Meteor Hammers are Martial Melee Weapons, functioning as
a cross between a Flail and a Rope Dart, and anyone
proficient with those weapons has proficiency with a Meteor
Hammers. A common meteor hammer is a chain with a
weight, called heads, on one or both ends. Double Heads are
each the size of a fist, while Single Heads are the size of two
fists put together. Using a meteor hammer requires a lot of
concentration, and so you have disadvantage on
Concentration saves while wielding a Meteor Hammer.
Single Headed
The chain of single head meteor hammers is 20 feet long.
Common single headed meteor hammers cost 25 gp, do
1d10 bludgeoning, weight 8 lb., and have the finesse, heavy,
two-handed and reach properties. You can also use the
meteor hammer to make an attack out to 20 feet, but you
have disadvantage on the attack roll past 10 feet.

305 - Laxeron
Weapon (Battleaxe) – Rare (1530 gp, requires attunement)
This +1 axe has a stone handle and a blade made of several
toothed sections, with a row of holes along the blade's inside
edge.
While attuned to this axe: you can't be knocked prone; once
between long rests, when you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead; and
you can speak a command word to double the weight of you
and your equipment. You still treat your equipment as its
normal weight for carrying capacity, but outside factors (such
as mounts or architecture) are affected.

306 - Stohlance
Weapon (Lance) – Very Rare (16,300 gp, requires
attunement)
This +2 lance has a stone handle, a metal blade, and
several protective metal plates along the shaft.
While attuned to this lance: you can't be knocked prone;
once between long rests, when you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead; you can use this lance to carve a circular 5 ft
diameter tunnel through solid rock at a rate of 2 ft per round,
although while tunneling any other creatures within 10 feet
of you must succeed a DC 15 Dexterity save or take 1d6
bludgeoning damage from flying debris each round; and you
can speak a command word to double the weight of you and
your equipment. You still treat your equipment as its normal
weight for carrying capacity, but outside factors (such as
mounts or architecture) are affected.
Pokémon Inspired Weapons & Items
140
307 - Medititaff
Staff () – Uncommon (370 gp, requires attunement)
This light blue +1 quarterstaff has two inward bent
crescents on top, one blue with a grey-white stripe, and the
other grey-white with a blue hoop on the end and a part on
the top pitched upwards.
While attuned to this staff, you gain you gain telepathy (MM
009) with a range of 30ft, have advantage on Athletic rolls,
and you only need one berry's worth of food a day to sustain
yourself.
Evolving: If this staff remains on the Outer Plane of
Bytopia for a year, they will become a pair of Handiyama.

308 - Medichakujō
Staff () – Rare (1830 gp, requires attunement)
This grey +2 shakujō quarterstaff has a pink hoop on top
with a crescent on top, three gold rings in a triangle where
the hoop meets the staff, and six gold rings hanging on the
hoop. A long pink sash is tied to the top of the staff just below
the hoop.
Attacks with this quarterstaff do an additional 1d6
bludgeoning damage.
While attuned to this staff: you gain you gain telepathy (MM
009) with a range of 60ft.; have advantage on Athletic and
Dexterity rolls; you only need one meal a month to sustain
yourself; and you can also sense your allies within 60 feet of
you, when they are about to attack, and have advantage to
Dexterity rolls to avoid getting caught in their attacks, taking
half damage on a fail and no damage on a save.

Pokémon Inspired Weapons & Items


141
309 - Rakurb
Wondrous (Orb) – Uncommon (120 gp)
This green orb has gold pieces added to it, as well as three
gold spikes floating from it.
You can throw this orb or use it in a sling as ammunition,
where it will do an additional 1d4 lighting damage to the
normal damage. After it hits, it will emit a static charge in a 5-
foot radius, and all creatures within that area must make a
DC 13 Constitution save or be Paralysed for 1 minute.
Affected creatures can try the save again at the end of their
turn.
The orb can then be collected and thrown again, doing +1
lighting damage until the next dawn, when it regains its
spark.

310 - Mameluktric
Weapon (Dual-Blade sword) – Rare (1850 gp, requires
attunement)
This blue +1 dual-blade have a navy-blue blade at one end
that looks like a stylized storm cloud, and a gold blade at the
other that looks like a lighting bolt. A spiked golden
handguard arcs over the handle.
Creatures hit by an attack from this sword take an
additional 1d6 lighting damage and must make a DC 15
Constitution save or be Paralysed for 1 minute. Affected
creatures can try the save again at the end of their turn.
While attuned to this sword, you gain 10 feet of movement,
you are immune to lighting damage, if you are hit by lighting
damage you gain advantage on your next attack, and if you
are in range of any spells or effects that do lighting damage
you automatically replace one of the targets of the spell if you
were not already a target.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

Pokémon Inspired Weapons & Items


142
311 - Pluslao
Weapon (Shortsword) – Uncommon (163 gp)
This gold shortsword has a small red rectangular cross
guard with two more red bars above it and a flared red tip.
The handle is wrapped in blue cloth, and a red cross charm is
tied on a long wire to the pommel.
Attacks with this sword do an additional 1d4 lighting
damage, and another additional 1d4 lighting damage if you
are holding a Minuntot in your other hand.

312 - Minuntot
Weapon (Shortsword) – Uncommon (163 gp)
This gold shortsword has a small blue rectangular cross
guard with two more blue bars above it and a flared blue tip.
The handle is wrapped in red cloth, and a blue bar charm is
tied on a long wire to the pommel.
Attacks with this sword do an additional 1d4 lighting
damage, and another additional 1d4 lighting damage if you
are holding a Pluslao in your other hand.

Fusing Pluslao and Minuntot


Pluslao and Minuntot can be fused together into a
Current Trident by taking a metal shaft plated with
at least 1 lb of gold (50 gp), tying the two swords
to one end of the shaft, and then directly striking
them with a Level 6 spell or higher that causes
lighting damage (upcasted spells will work), or
have them struck by a natural lighting bolt. The rod
and swords will magically fuse and turn into a
Current Trident.

F04 - Current Trident


Weapon (Trident) – Rare (1326 gp, requires attunement)
This gold +1 trident has several rectangular bars around
the base of the prongs where they attach to the shaft. The left
and right prongs look the same, with painted flair tips, except
one is blue and the other is red, and each with their own plus
and minus charms. The center prong is a short blade painted
red on one side and blue on the other.
Attacks with this trident do an additional 4d4 lighting
damage.
While attuned to this trident: you are immune to lighting
damage; if you are hit by lighting damage you gain advantage
on your next attack and are healed 1/10 of the damage you
would have taken rounding down; and if you are in range of
any spells or effects that do lighting damage you
automatically replace one of the targets of the spell if you
were not already a target.

Pokémon Inspired Weapons & Items


143
313 - Volbele
Weapon (Shortsword) – Uncommon (133 gp)
This shortsword has a curved red guard holding a yellow
orb, two yellow strips around the blade and a black handle.
The whole thing is made of insect parts.
As an action you can speak a command word that causes
the orb to start glowing, emitting normal light at 15 feet and
dim light another 15 feet. Repeating the command word
turns the glow off.
You can also speak another command word as a bonus
action to have the orb emit a flash of light. Any creatures
within 5 feet of you that can see clearly, including yourself,
must make a DC 13 Constitution save or be Blinded until the
end of their next turn. You do have advantage on the saving
throw.

314 - Illumace
Weapon (Mace) – Uncommon (143 gp)
This mace have a grey-blue center with purple trim, a gold
point on top and a black handle. The whole thing is made of
insect parts and emits a sweet scent.
Attacks with this mace bypass the target's resistance to
bludgeoning damage, if they have one, and any creature that
can smell hit by an attack with this mace must make a DC 13
Constitution save, otherwise they become a bit distracted by
the mace's sweet scent, and the next attack on the target
before their turn has advantage to hit.

315 - Bozélia
Weapon (Shortbow) – Uncommon (315 gp, requires
attunement)
This green shortbow has a rose above and below the
handle, one red and the other blue, as well as some large
thorns at both ends of the handle.
While attuned to this bow, when in sunlight you are cured
of non-physically induced status conditions (such as being
grappled) at the start of your turn.
Attacks with this bow do an additional 1d4 poison damage,
and the target must make a DC 13 Constitution save or be
poisoned for a minute. They can attempt the save again at the
end of their turn.
As part of an attack, you can take a long blade of tall grass
(if one is available naturally or you had previously prepared)
and place it in the bow as if it were an arrow, where it will
immediately straighten and stiffen so it can be fired as an
arrow, where it will make a whistling sound as it travels. In
addition to the previously mentioned poison damage, any
creatures within 5 feet of the arrow's line of travel that can
hear, including the target, must make a DC 13 Wisdom save
or fall asleep for 1 minute.

Pokémon Inspired Weapons & Items


144
316 - Glorbti
Wondrous (Orb) – Uncommon (120 gp)
This green orb has a yellow feather on top, two little
bulbous lips, and a black spot on the back.
You can throw this orb or use it in a sling as ammunition,
where it will do and additional 1d4 poison damage to the
normal damage. After it hits, it will emit a poisonous could in
a 5-foot radius, and all creatures within that area must make
a DC 13 Constitution save or be Poisoned for 1 minute.
Affected creatures can try the save again at the end of their
turn. The cloud doesn't last past the attack.
The orb can then be collected and throw again, doing +1
poison damage until the next dawn, when it regains its cloud.

317 - Maruhorn
Weapon (Instrument, Horn) – Rare (1730 gp, requires
attunement)
This purple horn has gold trim, a circular diamond pattern
around the horn end, and a gold ribbon around the handle.
While attuned to this horn, you have +1 to Performance
rolls, are resistant to Poison damage, and if any creatures
attempt to drain your hitpoints to heal themselves, they
instead take what they would have healed as poison damage.
As an action, you can use the horn to blow a cloud of
poisonous gas in a direction of your choice. You make a
Performance roll, and each creature in the cloud's 30-foot-
long and 5-foot-wide line must make an opposing
Constitution saving throw, taking 1d6 poison damage and be
poisoned until the end of their next turn on a fail, and half the
damage on a success.

Pokémon Inspired Weapons & Items


145
318 - Carvanhachiwara
Weapon (Dual-Blade Sword) – Uncommon (381 gp, requires
attunement)
This navy blue dual-blade sword has a navy-blue hooked
blade at one end and a red and yellow blade that looks like a
fish fin at the other. A red curved handguard with outward
facing red and white spikes sits over the handle.
Attacks with this sword do not suffer any of the
disadvantages of being used underwater.
While attuned to this sword, anytime another creature
touches you, they take 1 slashing damage, you can breath
underwater, you gain 15 feet of swim speed, and you gain
advantage on attack rolls when an ally is within 5 feet of your
target, but disadvantage if none of your allies are within 5 feet
of you.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

319 - Sharpedao
Weapon (Shortsword, Dagger, Battleaxe) – Rare (1930 gp,
requires attunement)
This matching set of navy-blue shortsword and dagger have
white trim and holed blades. The tips of both are gold, and
the dagger has a gold star on its hilt. A 3-foot chain attaches
the two by their pommels, and they can be slotted into one
another as an action to turn them into a battle axe, or the
battle axe taken apart as an action to form the dagger and
shortsword.
All configurations of this weapon have +1 to attack and
damage rolls, do not suffer any of the disadvantages of being
used underwater, and the dagger and shortsword can be
wielded together, per Two-Weapon Fighting on PHB 195.
While attuned to this weapon, if you have or do loose any
teeth they will grow back at a rate of 1 per day, anytime
another creature touches you, they take 1d4 slashing
damage, you can breath underwater, you gain 30 feet of swim
speed, and you gain advantage on attack rolls when an ally is
within 5 feet of your target.

Pokémon Inspired Weapons & Items


146
320 - Hoeruklub
Weapon (Greatclub) – Uncommon (230 gp, requires
attunement)
This navy blue greatclub has a large bulbous end with a
white patch and blue swirls, and a white handle.
Attacks with this club do not suffer any of the
disadvantages of being used underwater.
While attuned to this club, you have resistance to fire
damage and are immune to being charmed.

321 - Taihōrd
Weapon (Handcannon) – Rare (3210 gp, requires
attunement)
This light gray +1 handcannon has a navy-blue top ending
in a large dorsal fin, as well as navy blue ribbons on the
bottom that look like whale fins. There is a small hatch at the
front of the dorsal fin that can be opened up to reveal a water
reservoir.
Attacks with this cannon do not suffer any of the
disadvantages of being used underwater.
This handcannon uses water for ammunition, holding 1
shot as a pint of water in its reservoir. This is consumed
when the cannon is shot, which does the same damage as a
normal handcannon ball but made of water, requiring the
reservoir be reloaded. Reloading takes a full action, even if
done underwater as the reservoir needs time to refill. The
cannon will not fire if it does not have a full pint in the
reservoir, and the water must be free of pollutants and debris,
otherwise the gun won't fire and will need to be cleaned out,
but either fresh or salt water can be used.
While attuned to this cannon, you have resistance to fire
damage and are immune to being charmed.
Handcannons
Handcannons are Martial Ranged Weapons that are
miniature cannons that can be operated by hand. Anyone
proficient with Firearms or Siege Equipment is proficient
with Handcannons. Handcannons fire 3-inch diameter cast
iron balls using gunpowder. The gunpowder and ball can be
loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look
like a small cannon, and often have a sturdy leather strap to
help carry and hold the hand cannon. They cost 250 gp,
weight 25 lbs., and have the heavy, two-handed, ammunition,
and reload (1 shot) properties. When firing a handcannon,
you must resist recoil with a DC 10 Strength save or be
knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of
gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg
(MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball,
which have 3-inch diameters, weight 4 lbs, and cost 10 gp
each, you can make a ranged attack at 300/1200 ft to hit one
target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the
range to 150/600 and does 3d8 bludgeoning. Using
gravel/pebbles, the range is 30/120 and does 2d6 piercing
damage.

Pokémon Inspired Weapons & Items


147
322 - Cawasub
Staff () – Uncommon (340 gp, requires attunement)
This beige staff has a large bulbous hump with large green
patch on top with some green flakes below that. There's an
odd swoop and ring between the hump and shaft.
While attuned to this staff, you gain the Fire Bolt cantrip,
you have advantage on rolls to prevent being charmed or
stunned, and you are considered to be a Large creature for
the purpose of determining your carrying capacity (PHB
176).
Evolving: If this staff is submerged in lava for 24 hours, it
will become a Caméruption.

323 - Caméruption
Staff () – Rare (2330 gp, requires attunement)
This red staff has a rocky volcano-like structure on top of
some shaggy red fur mounted on a large blue ring. A hand
guard extends below the ring to protect the first section of the
staff.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls; you gain the Fire Bolt cantrip; have
resistance to cold damage; you are considered to be a Huge
creature for the purpose of determining your carrying
capacity (PHB 176); and if you are hit by a critical attack, you
have advantage on all attacks for 5 rounds.

324 - Torchkoal
Wondrous (Flamethrower) – Rare (3240 gp, requires
attunement)
This orange +1 flamethrower is made with carved grey
rock and red hexagons on its side. Dirty smoke hisses out
from cracks in the rock, while the whole thing feels hot to the
touch.
The flamethrower has 1 charge. If the charge has been
expended, roll a d6 at the start of your turn, and on a 6 the
charge refreshes. The charge can also be refreshed by
pouring a pound of coal into the muzzle as an action, which is
consumed. 5 pounds of coal can be purchased for 2 cp in
select locations.
As an action, you can pull the flamethrower's trigger to
expend the charge and project a 10-foot cone of fire. Any
creatures in that area must make a DC 15 Dexterity save,
taking 4d6 fire damage on a fail and half as much on a
success.
You can also as an action pull a knob on the flamethrower,
expending the charge and releasing a 20-foot-radius sphere of
white smoke. The sphere spreads around corners, and its
area is heavily obscured. It lasts for 10 minutes or until a
wind of moderate or greater speed (at least 10 miles per
hour) disperses it. Vision within the smoke is heavily
obscured, and any creatures other than you that enters the
smoke or starts their turn in it must make a DC 16
Constitution save or be blinded for 1 minute. They can
attempt the save again at the end of their next turn.

Pokémon Inspired Weapons & Items


148
325 - Spoiwk
Weapon (Whip) – Uncommon (235 gp, requires attunement)
This whip has a grey handle that wraps around a pink
pearl. If you speak a command word as an action, a length of
psychic energy extends from the orb, which can be used like
a whip. The psychic energy can be recalled by repeating the
command word. The whip does 1d4 psychic damage instead
of 1d4 slashing damage.
While attuned to this whip, you are immune to being
stunned and you can add 2d4 psychic damage to any attacks
you do that already do psychic damage.
Cursed. This whip is cursed. While cursed you must keep
moving, or you will lose 1 hitpoint per round you do not move
at least 5 feet, jump up and down as a bonus action or
otherwise do something physically active that keeps your
heart rate up. This includes when you are sleeping.
This curse can be neutralised, but not removed, by the
Gentle Repose spell for its 10-day duration. If a Feign Death
spell is cast upon you, the curse will be removed, in addition
to the usual means.

326 - Chagrampig
Weapon (Chakram) – Rare (2360 gp, requires attunement)
This pink +1 chakram has three black pearls embedded
into one end of its handle, with the other end of the handle
and interior of the chakram being black.
While attuned to this chakram, you are resistant to fire and
cold damage and immune to being stunned. Attacks with this
chakram do an additional 1d4 psychic damage.
Chakrams
Chakrams are Simple Melee Weapons, functioning as a cross
between a Dagger and a Dart, and anyone proficient with
those weapons has proficiency with a Chakram. A common
chakram is a flat metal hoop with a sharpened outside edge,
costs 10 gp, does 1d6 slashing, weights 1 lb., and has the
finesse, light, and thrown (range 20/60) properties. The
chakram must be recovered to be thrown again.
They do not suffer any of the disadvantages of being used
underwater.

327 - Pandrill
Wondrous (Drill) – Uncommon (237 gp, requires attunement)
This beige drill has res spots along the drill end, a red orb
with a black spiral on it between the drill and handle, and a
red strip around the handle.
When on, you can use the drill to carve a circular 5 ft
diameter tunnel through solid rock at a rate of 2.5 ft per
minute (3 inches per round), although while tunneling you
and any other creatures within 10 feet of the drilling must
succeed a DC 14 Dexterity save or take 2d4 bludgeoning
damage from flying debris each round.
While attuned to this drill, you have advantage to prevent
being stunned, and all attacks against you have disadvantage
as if you were taking the dodge action.
Cursed. This drill is cursed. While cursed, you have no
sense of balance or sense of direction. You cannot move in a
straight line more than 10 feet or else you will fall prone, and
have disadvantage on all Dexterity rolls and Navigation
related rolls.
Pokémon Inspired Weapons & Items
149
328 - Kraknack
Weapon (Mace) – Uncommon (265 gp, requires attunement)
This orange mace looks like a toothy maw, and has a black
bead as the pommel. It feels like its coated in sand.
While attuned to this mace, you can't have disadvantage on
attack rolls from effects imposed on you (such as frightened),
have advantage to hide in sandy terrain, advantage on
Athletic rolls to digging, and can go a week without water
before suffering from dehydration.
All attempts to teleport from a space within 30 feet of this
mace automatically fail.

329 - Vibowave
Weapon (Longbow) – Rare (2390 gp, requires attunement)
This golden +1 longbow has green rhombus-shaped pieces
of glass around the handle, as two golden blades pointing out
from the handle. A nearly invisible string of sand runs
between the bow's two points, working as the bowstring, and
any time it is struck the whole bow will sing with vibrations.
Arrows fired with this bow do an additional 1d8 thunder
damage.
The blades on the handle can be used to perform normal
dagger attacks with an additional 1d4 acid damage.
While attuned to this bow, you are immune to difficult
terrain, have advantage on rolls against spells and abilities
that affect the ground (such as Earth Tremor), have advantage
to hide in sandy terrain, and can go a week without water
before suffering from dehydration.

330 - Liberdra
Weapon (Halberd) – Very Rare (13,300 gp, requires
attunement)
This green +2 halberd has green and red blades, all of
them cut threw, singing slightly when the halberd is swung
and resonating when it hits something. Two red orbs are
embedded on either side just below the blades, a hand guard
at the top of the shaft with three green rhombuses with red
trim made of glass attached to it, as well as two long green
ribbons tie to the end, each with a red trimmed green
rhombus-shaped of glass at the end.
Attacks with this halberd do an additional 1d10 thunder
damage.
While attuned to this halberd, you are immune to difficult
terrain, have advantage on rolls against spells and abilities
that affect the ground (such as Earth Tremor), have advantage
to hide in sandy terrain, are immune to the effects of
sandstorms, and you can go a week without water before
suffering from dehydration.

Pokémon Inspired Weapons & Items


150
331 - Cacneaxe
Weapon (Battleaxe) – Uncommon (340 gp, requires
attunement)
This green battle axe is made of cactus, with the dark
green thorns cultivated into a spiked blade and a yellow
flower on top.
This battle axe does 1d8 piercing damage instead of 1d8
slashing damage.
While attuned to this axe, you are resistant to the effects of
sandstorms, enemies always have disadvantage on attack
rolls targeting you when you're in a sandstorm, and you can
go a month without water before suffering from dehydration.
You can also speak a command word as an action while
swinging the axe around you, causing its needles to shoot
out. Any creatures within 10 feet of you must make a DC 13
Dexterity save or take 1d6 piercing damage.
Evolving: If this axe is planted in a desert under a full
moon and not disturbed by things like animals wishing to eat
it until midnight of the next full moon (30 days under Earth
style lunar orbits), it will become a Cacthe.

332 - Cacthe
Weapon (Scythe) – Rare (3500 gp, requires attunement)
This green +1 scythe is made of cactus, with the blade
made of thorns magically shaped into that of a scythe, with a
black round seedpod in the scythe's bend.
While attuned to this scythe: you are resistant to the effects
of sandstorms; enemies always have disadvantage on attack
rolls targeting you in a sandstorm; if you would take damage
from water, such as a crashing wave or whirlpool, you are
instead healed 1/4 of the damage you would take rounding
down; and you can go a month without water before suffering
from dehydration.
You can also speak a command word as an action while
swinging the scythe around you, causing its needles to shoot
out. Any creatures within 15 feet of you must make a DC 16
Dexterity save, taking 1d8 piercing damage on a fail and half
as much on a save.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


151
333 - Swarblu
Weapon (Arrow) – Uncommon (360 gp)
This sky blue +1 arrow has cloud-like fluff behind the
arrowhead, along with two slim ribbons, and cloud-like
fletching.
Attacks with this arrow have advantage on the attack roll if
at least one of your allies is within 5 feet of the target and the
ally isn't incapacitated.
Evolving: If this arrow remains on the Elemental Plane of
Air for a decade, it will become a Tyltalance.

334 - Tyltalance
Weapon (Lance) – Very Rare (13,700 gp, requires
attunement)
This sky blue +2 lance has a two-piece guard and cloud like
fluff covering one side, with five ribbons are tied to the handle
inside the guard.
While attuned to this lance: you have advantage on
Charisma rolls; you gain a flying speed of 30 feet; advantage
on Performance rolls to sing; and if you are afflicted by a
status condition you can remove with a saving throw, you can
attempt the saving throw to remove it at the start of your turn
instead of the end of it.
The weather around this lance is always being pushed
towards warm, calm, and with light clouds, as if it has a
constant Control Weather spell in effect. If the lance is kept in
one place, like a city or dungeon, the weather will last for
1d4+4 days before the effect dissipates. If the lance is moved
more than 5 miles that where it was at dawn or someone
casts Control Weather within 1 mile of the lance, then the
effect reactivates.

Pokémon Inspired Weapons & Items


152
335 - Zangoosica
Weapon (Dual Daggers) – Very Rare (13,350 gp, requires
attunement)
These pink +1 daggers have matching designs, but one is a
push dagger with two long points, while the other is a
standard dagger design with a jagged white bolt across the
blade and a white handle with a pink cloth wrapped around
the handle. The daggers can be wielded together, per Two-
Weapon Fighting on PHB 195.
While attuned to these daggers, which counts as one
attunement, you have resistance to poison damage,
advantage on Constitution saves against poison damage, are
immune to the poison condition, and whenever you are hit by
an attack that would attempt to inflict poison damage or the
poison condition on you, regardless of the damage taken (if
any), you have advantage on your next attack.
Attacks with these daggers do an additional 1d4 piercing
damage, and whenever a target is hit by a critical hit from one
of these daggers, the next attack on that target has advantage.

336 - Habuvu
Weapon (Dual Daggers) – Very Rare (13,360 gp, requires
attunement)
This black +1 daggers have matching designs and are
connected by a three-foot-long black chain, with every fourth
link being gold. One dagger has a red edge and a purple cloth
wrapped around the handle, while the other dagger has two
red fang-like point and hexagonal gold medallions on its
guard. The daggers can be wielded together, per Two-Weapon
Fighting on PHB 195.
While attuned to these daggers, which counts as one
attunement, as a reaction you can attempt to remove any
status condition you have not being physically induced (ie
grappled, restrained). Roll 1d6, and on a 5 or 6, you're cured
of the condition as your skin seems to shed a thin layer of
magical energy that dissipates into the air.
Attacks with this sword bypass any magical buffs to AC
(such as from Mage Armor or Shield) the target has, instead
using the target's normal AC, do an additional 1d4 poison
damage, and attacks with these dagger gain an improved
critical of 1, where your range on critical hits increases by 1,
ie from critical hits on 20 to critical hits on 19 to 20.
These daggers have disadvantage to be thrown and must
be thrown together, but if a critical hit is rolled when thrown,
the target is restrained until an action is taken to free them.

Pokémon Inspired Weapons & Items


153
337 - Lunataff
Staff () – Rare (3370 gp, requires attunement)
This pale-yellow staff is made of rock, and has a matching
crescent floating above it, with a hole in its center and a
rhombus protruding from the crescent below that. Two
smaller crescents float around the rhombus like rings, while
the end of the staff has red orb embedded in it.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls and another additional +1 when in
moonlight; you always know where the moon is in the sky,
what phase it is in, and how long until the next full moon; are
unaffected by difficult terrain; and gain a hover speed of 10
feet.
You can also speak a command word and the top of the
staff will emit moonlight for 15 feet and dim light for another
15 feet. This moonlight does not count towards the +1 bonus.
This can be turned off by repeating the command word.

338 - Solkram
Weapon (Chakram) – Rare (3380 gp, requires attunement)
This orange +1 chakram is made of rock with yellow
chipped stone blades around the edge, including several
floating just beyond the circle's edge, making the weapon
resemble a radiant sun.
While attuned to this chakram: you gain another additional
+1 bonus to this chakram when in sunlight; you always know
where the sun is in the sky; are unaffected by difficult terrain;
and gain a hover speed of 10 feet.
You can also speak a command word and the top of the
staff will emit sunlight for 15 feet and dim light for another
15 feet. This sunlight does not count towards the +1 bonus.
This can be turned off by repeating the command word.
Chakrams
Chakrams are Simple Melee Weapons, functioning as a cross
between a Dagger and a Dart, and anyone proficient with
those weapons has proficiency with a Chakram. A common
chakram is a flat metal hoop with a sharpened outside edge,
costs 10 gp, does 1d6 slashing, weights 1 lb., and has the
finesse, light, and thrown (range 20/60) properties. The
chakram must be recovered to be thrown again.
They do not suffer any of the disadvantages of being used
underwater.

Fusing Lunataff and Solkram


Lunastaff and Solkram can be fused together into a
Staff of the Sun and Moon by holding the Solkram
to the top of the Lunastaff during and in full view
of a total solar eclipse. The two weapons do not
need to be held together by hand, and can be tied
together for the fusion.

Pokémon Inspired Weapons & Items


154
F05 - Staff of the Sun and Moon
Staff () – Very Rare (16,650 gp, requires attunement)
This pale-yellow stone staff has two upwards facing crescents You can also speak a command word and the orb on top of
on top. The inside crescent resembles a moon with a spike the staff will change to resemble the sun or the moon (your
coming up out of its center, while the outer crescent is choice), and emit the respective sunlight or moonlight for 30
orange, has flattened points, and four chipped rock points feet and dim light for another 30 feet. This can be turned off
along its outer edge, two on each side. A black orb floats by repeating the command word.
above the crescents, emitting a small soft white glow, The staff has 9 charges that refresh at noon and can be
followed by a slightly larger soft black glow, making the orb used to cast the following spells:
look like a total solar eclipse from every angle.
While attuned to this staff: you gain a +2 bonus to spell Tensen's Floating Disk (1 charge)
attack and damage rolls; you always know where the sun and Detect Thoughts (2 charges)
moon are in the sky, what phase the moon is in, and how long Levitate (2 charges)
until the next full moon and eclipses; are unaffected by Moonbeam (2 or more charges)
difficult terrain; and gain a hover speed of 30 feet. Mind Spike (2 or more charges)
If this staff is held together against a 385 - Jirashikujō Fire Shield (4 charges)
(PIWI 184) during a meteor shower, the two staves will fuse Sunbeam (6 charges)
into a F07 - Staff of the Cosmos (PIWI 185). Reverse Gravity (7 charges)
Sunburst (8 charges)

Pokémon Inspired Weapons & Items


155
339 - Barboachiwara
Weapon (Dagger) – Uncommon (390 gp, requires
attunement)
This grey curved dagger has a jagged black stripe down the
side, a blue fin along one side of the guard and two blue
whiskers on the other side.
While attuned to this dagger: you can breath underwater;
can sense any earthquakes, aftershocks or similar effects,
magical or not, that occur within 25 miles of you and natural
effects that will occur within 1 hour; and at the start of
combat you can sense if any of the hostile creatures you can
see can do damage that you are vulnerable to, but not which
creatures can do this damage.

340 - Wahaikash
Weapon (Greatclub) – Rare (1430 gp, requires attunement)
This navy blue +1 club has a twisted head, with one section
colored beige. The guard has a gold crown embedded in it
and two long golden whiskers, while the pommel resembles a
light blue tail fin.
Attacks with this club do not suffer any of the
disadvantages of being used underwater.
While attuned to this club: you can breath underwater; can
sense any earthquakes, aftershocks or similar effects,
magical or not, that occur within 50 miles of you and natural
effects that will occur within 24 hours; at the start of combat
you can sense if any of the hostile creatures you can see can
do damage that you are vulnerable to, but not which
creatures can do this damage; and if you are out in the rain,
any status condition that aren't being physically induced
(such as being knocked prone and not grappled or restrained
by vines) are automatically healed at the end of your next
turn.

Pokémon Inspired Weapons & Items


156
341 - Katarphish
Weapon (Dagger) – Uncommon (340 gp, requires attunement)
This red dagger has three points for a blade, as well as a long
dagger-like blades for a guard. The handle and inside of the
guards of this dagger are beige. While attuned to this dagger,
critical hits to you become normal hits.

342 - Crondaunt
Weapon (Handcannon) – Rare (3420 gp, requires attunement)
This red +1 handcannon looks like a giant crustacean claw. A
gold star marks the cannon's bottom flanked by a set of blue
double strips, and the tail end has red and gold flair. A small
button is located on the top handle.
Attacks with this cannon do not suffer any of the
disadvantages of being used underwater.
The cannon does not use any ammunition, instead pulling
water to launch directly from the Elemental Plane of Water
into the claw as an orb of water while the button on the
handle is held down. The amount of time this takes varies
however depending on the humidity of the area you are in. It
takes 1 round in underwater/humid conditions, 2 rounds in
normal conditions, and 3 rounds in arid conditions. Both
hands must be holding the cannon and the button held down
for the water to be drawn. You can take your finger off the
button before it is ready, which will cause the water orb to
dissipate. Once the orb is ready however, taking your finger
off the button launches the orb as if it were a normal
handcannon ball. A readied orb can stay this way for as long
as you hold the button down. The button can only be held
down by the person attuned to the cannon, any other
attempts to hold it down will fail.
While attuned to this cannon, you can't have disadvantage
on attacks from non-magical means (such as the dodge
action), and gain resistance to poison damage.
Handcannons
Handcannons are Martial Ranged Weapons that are
miniature cannons that can be operated by hand. Anyone
proficient with Firearms or Siege Equipment is proficient
with Handcannons. Handcannons fire 3-inch diameter cast
iron balls using gunpowder. The gunpowder and ball can be
loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look
like a small cannon, and often have a sturdy leather strap to
help carry and hold the hand cannon. They cost 250 gp,
weight 25 lbs., and have the heavy, two-handed, ammunition,
and reload (1 shot) properties. When firing a handcannon,
you must resist recoil with a DC 10 Strength save or be
knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of
gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg
(MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball,
which have 3-inch diameters, weight 4 lbs, and cost 10 gp
each, you can make a ranged attack at 300/1200 ft to hit one
target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the
range to 150/600 and does 3d8 bludgeoning. Using
gravel/pebbles, the range is 30/120 and does 2d6 piercing
damage.
Pokémon Inspired Weapons & Items
157
343 - Balilao
Weapon (Shortsword) – Uncommon (340 gp, requires
attunement)
This light brown clay hilt has a downward curved cross
guard, red wrapping around where the guard and handle are
connected, as well as around the handle. The whole thing
feels like it is made of sand.
As an action, you can speak a command word and a blade
made of sand will form out of thin air. The command word
can be repeated to dismiss the blade.
You can also speak another command word as an action
and the sand of the blade will spin around you before
returning to its place. Anyone within 5 feet of you must
succeed a DC 13 Dexterity save or take 1d6 Slashing
damage. Anyone restraining or grappling you has
disadvantage on the save, and the attack targets any material
binding you like rope.
While attuned to this sword, you are not affected by difficult
terrain.

344 - Lepumentaff
Staff () – Rare (1380 gp, requires attunement)
This dark brown clay staff has two small bulbs on top,
along with a white circle marking with a small white line
down the bottom and a yellow dot in the center. A purple clay
orb hovers above that with eight red clay orbs orbiting around
it and a dark brown cap with an upward facing spout
hovering above that.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls; a hover speed of 15 feet; and you are
not affected by difficult terrain even if not hovering.
You can also speak another command word as an action
and the red orb will fly out and spin around you before return
to their place. Anyone within 5 feet of you must succeed a DC
16 Dexterity save or take 1d6 Bludgeoning damage. Anyone
restraining or grappling you has disadvantage on the save,
and the attack targets any material binding you like rope.
The staff also has 3 charges that refresh at midnight. 1 or
more charges can be expended to cast the Guiding Bolt spell
which shoots out of the spout on the top of the staff, with
each extra charge upcasting the spell by a level.

Pokémon Inspired Weapons & Items


158
345 - Whileep
Weapon (Whip) – Rare (1345 gp, requires attunement)
This purple +1 whip has four pink cords with purple
rhombus tips coming out od a black orb in the handle, with
pink fabric wrapped around the handle.
While attuned to this whip, you have advantage to prevent
being knocked prone, advantage to grapple or restrain
targets, advantage to hide in seaweed, and resistance to
damage caused by water like crashing waves, either natural
or magical.

346 - Cerdily
Weapon (Halberd) – Very Rare (14,630 gp, requires
attunement)
This light green +2 halberd has a large blade, a pink orb
embedded where the blade is attached to the shaft with a
thick black rim around it. Four pink cords with purple
rhombuses on the end hang off the halberd's back.
While attuned to this halberd: you have advantage to
prevent being knocked prone; advantage to grapple or
restrain targets; advantage to hide in seaweed; immunity to
damage caused by water like crashing waves, either natural
or magical; and if you are in the range of an attack that uses
water to target a single creature, you automatically become
the target.

Pokémon Inspired Weapons & Items


159
347 - Anoriwa
Wondrous (Fan) – Rare (1347 gp, requires attunement)
This grey hauchiwa fan has a stone handle with a blue orb
in the guard, with nine red-tipped white insect plates as the
leaves of the fan.
While attuned to this fan, you can breath underwater, gain
10 feet of swim speed, gain 15 feet of movement in rain, and
while holding this fan, you have +1 to AC and critical hits on
you count as normal hits.

348 - Armaldythe
Weapon (Scythe) – Very Rare (14,830 gp, requires
attunement)
This gray-blue +2 scythe has several overlapping plates
where the blade meets the shafts, some of which have yellow
trim. The shaft has a bent crook just below this, with three
red-tipped white ribbons tied to it.
While attuned to this scythe, you can breathe underwater,
gain 10 feet of swim speed, gain 15 feet of movement in rain,
and critical hits on you count as normal hits
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


160
349 - Fanbas
Wondrous (Fan) – Rare (1331 gp, requires attunement)
This beige folding fan has a ragged edge and brown spots
on its leaves. Its guards are navy blue rectangles with a hole
in the center. The hinge has a small blue crest on it with a frill
that resembles a fish fin and two short blue ribbons.
While attuned to this fan, you can breath underwater, gain
10 feet of swim speed, gain 15 feet of movement in rain, have
advantage on saves to prevent being charmed, have
advantage on all Constitution rolls, and any spells or effects
you perform that do damage with water do 50% more
damage.
Cursed. This fan is cursed. While cursed, you are
considered shabby, shoddy and old-looking by all who see
you, and have disadvantage on all Charisma rolls, which
cannot be improved into normal or advantage rolls under any
condition.

350 - Milokross
Weapon (Longsword) – Very Rare (15,350 gp, requires
attunement)
This beige +2 longsword has a black, blue and pink pattern
that resembles stained glass on one side with four blue frills
as the guard on one side, and two long pink ribbons tied to
the plain guard on the other side. The blade bends up and
then and then straight down towards the handle, making the
sword resemble a fishing hook.
While attuned to this sword: you can breath underwater;
gain 10 feet of swim speed; if you are inflicted with a status
condition, you gain +2 AC until the status condition is
removed; if an enemy action gives you disadvantage on any
rolls, you gain advantage on your spell attacks while suffering
that infliction; you can sense fights happening within 200 feet
of you; and people that can see you think you are beautiful
and elegant, giving you advantage on all Charisma rolls with
them.
Attacks with this sword do not suffer any of the
disadvantages of being used underwater.
When a creature is hit by an attack with this sword, they
must succeed a DC 18 Wisdom save or be charmed by you
for 1 minute. The creatures can attempt the save again at the
end of their turns. Additionally, if you hit a creature that is
raging, they must succeed a DC 18 Wisdom save or have
their rage calmed.

Pokémon Inspired Weapons & Items


161
Changing Form
351 - Météowand This wand can change its form depending on the weather you
Wand (Dagger, Shortsword) – Very Rare (16,350 gp, requires are in, including magical weather. If you are out in bright
attunement) cloud-less sunlight the wand will change to its sunny form, in
This wooden wand has a top that resembles a fluffy white rain to its rainy form, and in heavy snow or hail it will change
cloud with a white crystal shard floating above it and some into its snowy form. The wand will stay in this form as long as
small cloudy wisps floating around it. it is out in that weather.
While attuned to this wand, you gain a +2 bonus to spell Once between rests, you can also speak a command word
attack and damage rolls, you gain the Gust cantrip, and you and the wand will change its forms, including its normal
can tell what the forecast in your location will be over the form, for one hour or until you dismiss the change.
next 24 hours, not accounting for any magical interference. Sunny Form - The wand gains an orange orb on one side,
The wand has 9 charges that refresh at noon and can be the crystal turns orange, and the clouds turn thin and orange
used to cast the following spells: as they all emit sunlight for 15 feet and dim light for another
15 feet. Your Gust becomes the Sacred Flame cantrip.
Tensen's Floating Disk (1 charge) Rainy Form - The wand the crystal turns dark blue, and
Chromatic Orb (1 or more charges) the clouds turn dark and stormy. You become slippery with
Fog Cloud (1 or more charges) water, and grapple attempts on and by you have disadvantage
Gust of Wind (2 charges) Your Gust becomes the Shocking Grasp cantrip.
Snilloc's Snowball Swarm (2 or more charges) Snowy Form - The wand the crystal turns icy blue, and the
Sleet Storm (3 charges) clouds merge together into a dagger or shortsword blade,
Storm Sphere (4 or more charges) your choice, which does an additional 1d6 cold damage.
Ice Storm (4 or more charges) Your Gust becomes the Frostbite cantrip.
Sunbeam (6 charges)
Control Weather (8 charges)

Pokémon Inspired Weapons & Items


162
352 - Keclove
Wondrous (Glove) – Very Rare (23,500 gp, requires
attunement)
This green glove has a red gem embedded in it below the
pointer and middle finger on the back of the glove, with
yellow trim around it and in various irregular tine lines all
over the glove. A red zigzag stripe wraps around the wrist.
The thumb, index finger and pinkie are fingerless on the
glove.
While attuned to this glove, during combat, at the end of an
enemy's turn in which you took damage, you gain resistance
to the last damage type you were hit by, until you are either
hit by a different damage type, which causes the resistance to
change, or combat ends, which removes the resistances.
The glove has 6 charges, which refresh at dawn, and can
be used to cast Invisibility (2 or more charges) and Greater
Invisibility (4 charges).

353 - Stappet
Staff () – Rare (2450 gp, requires attunement)
This black staff has a hoop on top that goes three quarters
of the way around, with black almost translucent ragged
ribbons tied to it. A blue-black orb floats in the middle of the
hoop, the golden center of it clearly visible from any angle,
making it look like an ever-staring eye.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls; have advantage to prevent being put
to sleep; after an enemy hits you with an attack, they must
succeed a DC 13 Constitution save or be unable to use that
attack again until the end of their next turn; and at the start of
combat you can sense if any opponents you can see have any
magic items on them, but not which opponent(s) or what
item(s).
You can also sense creatures that are feeling negative
emotions, such as anger, jealousy and envy, within 60 feet of
you, and you can touch those creatures and absorb those
emotions to restores 1 hitpoint and provide you with enough
nourishment to sustain yourself for one day. You cannot
absorb your own negative emotions. The touched creature
becomes emotionally neutral, and if they were raging, they
lose the rage. This does not prevent the negative emotions
from returning.

354 - Juppetana
Weapon (Longsword) – Very Rare (13,450 gp, requires
attunement)
This charcoal grey +2 katana longsword has a small spikey
gold guard and gold pommel, while the handle is wrapped in
charcoal black fabric. The sword has a matching sheath, the
top of which has a zipper on it, which can be used on the
guard as an action when the sword is inserted, securing the
two together.
While attuned to this sword: you cannot be put to sleep by
magical means; after an enemy hits you with an attack, they
must succeed a DC 15 Constitution save or be unable to use
that attack again until the end of their next turn; and at the
start of combat you can sense if any opponents you can see
have any magic items on them, which includes which
opponent(s) but not what item(s).

Pokémon Inspired Weapons & Items


163
355 - Skeléknox
Wondrous (Glove) – Rare (1355 gp, requires attunement)
This black leather fingerless glove has bone studs over the
knuckles and a skull-mask like emblem carved of bone on the
back of the palm, with pitch black eye sockets and a red circle
between the two resembling an eye. The glove goes up the
forearm with a ragged black ribbon coming off it, and has two
brown belts around the wrist.
This glove gives +1 to unarmed strike attack and damage
rolls, and you can speak a command word to cause three
claws of black fabric to appear from the glove's back, adding
1d4 necrotic damage to unarmed strikes, and can be recalled
by repeating the command word.
While attuned to this glove, you are unaffected by difficult
terrain, have advantage to track a creature at night, and at the
start of combat you can sense if any opponents you can see
have any magic items on them, but not which opponent(s) or
what item(s).

356 - Duscimilops
Weapon (Scimitar) – Very Rare (15,630 gp, requires
attunement)
This gray-brown +2 scimitar has a two-pointed blade, side
guards that spiral inward, and a red orb with a black center in
the center of the guard that resembles an every staring eye.
The handle and a bit of the blade is wrapped in beige
bandages.
While attuned to this sword, at the start of combat you can
sense if any opponents you can see have any magic items on
them, which includes which opponent(s) but not what item(s).
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


164
357 - Tropowus
Weapon (Longbow) – Rare (1735 gp, requires attunement)
This wood +1 longbow has green frills made of leaves on
either side of the handle, with the top one having four broad
leaves coming out of it, while the lower one has three yellow
petal-like leaves. The handle also has some protective leave
over the handle.
While attuned to this bow, you gain 10 feet of movement in
sunlight, attacks with this bow do an additional 1d6 piercing
damage when you are in sunlight
This bow has 6 charges that refreshes at noon, which can
be used to cast the Goodberry spell (1 charge), the Create
Food and Water spell (3 charges), or the Heroes' Feast spell
(6 charges).
Cursed. This bow is cursed. After spending an hour in
sunlight, you take 1 force damage for every additional 1
minute you spent out in sunlight. Spending 10 or more
minutes in shade or darker areas resets this.

358 - Chiméoko
Staff () – Very Rare (13,850 gp, requires attunement)
This white staff has red blotches on it here and there. The
top of the staff has a large half-circle hoop on top with four
gold chimes on one side, while the other side is cut short just
after a long white ribbon with a red tipped end hangs from it.
A branch inwards on the hoop leads to another smaller half-
hoop, this time cut short on the other side, before branching
inwards again to a smaller hoop, this one missing a third on
the side opposite the branch, with a gold bell hanging at the
top of the hoop and a gold bulb on top.
While attuned to this staff: you gain a +2 bonus to spell
attack and damage rolls; are not affected by difficult terrain;
and have disadvantage on stealth checks from the sounds of
the bell and chimes.
The chimes and bell on this staff can be played as an
instrument.
The staff has 8 charges that refresh at midnight, which can
be used to cast the following spells:
Sanctuary (1 charge)
Thunderwave (1 or more charges)
Lesser Restoration (2 charges)
Warding Wind (2 charges)
Deafness (2 or more charges)
Greater Restoration (5 charges)

Pokémon Inspired Weapons & Items


165
359 - Abscythe
Weapon (Scythe) – Very Rare (13,950 gp, requires
attunement)
This white +2 has a black-blue blade, a horn coming off the
top of the shaft with a spiked half circle coming off one side.
A black gem is embedded in the white of the shaft just before
the blade, above a twist in the shaft that reveals a black core
in the shaft. A white cloth is wrapped around this part and
hangs off it. The bottom of the shaft has a wing-like furry
white pommel with black tipped ends.
While attuned to this scythe: if you are hit by an attack that
uses shadows or does necrotic damage, you gain advantage
on your next attack; and you can sense when an impending
natural disaster is going to strike within the next 24 hours of
your location, including as soon as a disaster is made
imminent by magic or a creature's actions, such as by
destroying a dam.
Attacks with this scythe have an improved critical of 1,
where your range on critical hits increases by 1, ie from
critical hits on 20 to critical hits on 19 to 20.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

360 - Issomerang
Weapon (Boomerang) – Uncommon (360 gp, requires
attunement)
This light blue boomerang has one end shaped into an easy Boomerangs
to grip handle below a black rhombus with a white staring Boomerangs are Simple Ranged Weapons, functioning as a
eye in its center. cross between a Javelin and a Club, and anyone proficient
All efforts to teleport or move to another plane of existence with those weapons has proficiency with a Boomerang. A
within 60 feet of this boomerang automatically fail, including common boomerang costs 10 gp, does 1d4 bludgeoning
your own or those of your allies. Any spell slots or magic damage, weights 1 lb., and has the light, finesse and thrown
charges used to try are still consumed. This does not prevent (range 60/120) properties. Ranged attacks with the
creatures from being summoned into the space however, or if boomerang can ignore cover if the thrower has a clear
a creature would return to their plane of existence upon circular path between themselves and the target (ie if the
being brought to 0 hitpoints from returning. target is hiding behind a pillar, but not around a corner).
While attuned to the boomerang, you can sense where your They can also target a secondary creature that is on the
allies are within 60 feet of you and when they are about to way to or near their initial target, who must make a Dexterity
attack, and if caught in a spell or attack of theirs, you have save against the thrower’s hit roll. On a fail they take half the
advantage to Dexterity rolls to avoid the damage, taking half damage rolled, and on a success, they take no damage.
damage on a fail and no damage on a save. Regardless if the boomerang hits any of its targets, it
returns to the thrower’s hand. They have disadvantage under
water.

Pokémon Inspired Weapons & Items


166
361 - Spearunt
Weapon (Spear) – Rare (3610 gp, requires attunement)
This charcoal black +1 spear has a blade and pommel
made of icicles, and an orange cloth with three rhombuses on
it tied to the shaft just below the blade.
While attuned to this spear, you have advantage on rolls to
prevent being stunned, and you are immune to the effects of
cold weather and cold damage.
Attacks with this spear do an additional 1d4 cold damage.
Evolving: If this spear remains on Frostfell for a decade, it
will become a Firnonstar. If this spear remains on the
Ethereal Plane for a decade, it will become a 478 - Froslaive
(PIWI 231).

362 - Firnonstar
Weapon (Morningstar) – Very Rare (16,320 gp, requires
attunement)
This black +2 morningstar has a large icicle on top, and the
boy of the head has an icy-blue covering with multiple holes
in it. A small chain hangs from a hole in the handle just
beneath the head.
While attuned to this morningstar, you have advantage on
rolls to prevent being stunned, are unaffected by difficulty
terrain, and you are immune to the effects of cold weather
and cold damage. If you are hit by an attack that would do
cold damage, you are instead healed 1/10th of the cold
damage it would do, rounding down. If you aren't wearing
armor, you are covered in a thin layer of ice resembling that
on the head that gives you +1 AC.
Attacks with this morningstar do an addition 1d6 cold
damage.

Pokémon Inspired Weapons & Items


167
363 - Spheaxe
Weapon (Battleaxe) – Uncommon (363 gp, requires
attunement)
This beige battleaxe has an icy blue blade that curves up
and over the handle, where a floating sphere of ice sits. A
blue ribbon is tied to the top of the curve.
While attuned to this axe, you have resistance to cold
damage and are immune to being magically charmed.
If you use this axe to damage the same target as you did on
your last turn, the attack does an additional 1 cold damage,
with another additional 1 cold damage for every turn after
this, to a maximum of 5 cold damage. This effect resets to 0 if
you fail to hit the target or switch targets.
Evolving: If this battleaxe remains on Frostfell for a
decade, it will become a Walraisaxe.

364 - Tobowgler
Weapon (Shortbow) – Rare (3460 gp, requires attunement)
This ice-blue +1 shortbow has a beige handguard below
the arrow rest, an a set of white ribbons tied above the rest
that resemble an upside down mustache.
While attuned to this bow, you have resistance to cold and
fire damage and are immune to being magically charmed.
Attacks with this bow do an additional 1d6 cold damage,
and if you use this bow to damage the same target as you did
on your last turn, the attack does an additional 1d6 cold
damage, with another additional 1d6 cold damage for every
turn after this, to a maximum of 5d6 cold damage. This effect
resets to 1d6 cold damage if you fail to hit the target or
switch targets.

365 - Walraisaxe
Weapon (Greataxe) – Very Rare (13,650 gp, requires
attunement)
This navy-blue +2 greataxe has a blade made of ice, two
tusks on top of the shaft, and banner of fur hangs from its
backside.
While attuned to this greataxe, you are immune to being
magically charmed, have resistance to fire damage, and you
are immune to the effects of cold weather and cold damage.
If you are hit by an attack that would do cold damage, you are
instead healed 1/10th of the cold damage it would do,
rounding down.
Attacks with this axe do an additional 1d8 cold damage,
and if you use this axe to damage the same target as you did
on your last turn, the attack does an additional 1d8 cold
damage, with another additional 1d8 cold damage for every
turn after this, to a maximum of 5d8 cold damage. This effect
resets to 1d8 cold damage if you fail to hit the target or
switch targets.

Pokémon Inspired Weapons & Items


168
366 - Clampeurise
Armor (Shield) – Rare (3660 gp, requires attunement)
This sea-blue +1 shield is made of a large seashell, and has
a large pink pearl embedded in its center.
While attuned to this shield: you can breath underwater;
critical hits on you become normal hits; and when hit by an
attack from any Undead, Insectoid, or Shadowy creatures,
you gain 5 feet of movement for 1 minute, which does stack,
such as if you are hit by a multi-attack or multiple creatures.
Any attacks, spells or other effects that you do that do
psychic damage do additional psychic damage and increase
their range in feet equal to your level.

367 - Huntaive
Weapon (Glaive) – Very Rare (13,670 gp, requires
attunement)
This sea-blue +2 voulge glaive has a large blade with an S-
curve to the edge, with some orange trim, spots, flair, and
ribbons around the top. The pommel of the glaive resembles
a fish with a light orange spot on either side of it.
While attuned to this glaive, you can breath underwater,
gain 15 feet of swim speed, gain 10 feet of movement when in
rain, darkvision with a range of 60 feet, and are resistant to
fire damage.
Attacks with this glaive do not suffer any of the
disadvantages of being used underwater.
You can speak a command word to cause the spots on the
pommel to glow, emiting light to 10 feet and dim light to 20
feet. This distance is double in water, and the light will
naturally attract any fish that see it. Repeating the command
word turns off the lights.

368 - Goraflyss
Weapon (Rapier) – Very Rare (13,860 gp, requires
attunement)
This pink +2 flyssa rapier has a thin blade has a string of
small seashells wrapped around the base, followed by two
long thin ribbons with purple tips just below that. A sea-blue
gem is embedded in the top of the handle, and the purple
pummel resembles an eel's head.
While attuned to this rapier, you can breath underwater,
gain 15 feet of swim speed, gain 10 feet of movement when in
rain, darkvision with a range of 60 feet, and if in rain or water
any status conditions you have not being physically induced
(ie being grappled or restrained by rope or vines) are healed
at the start of your turn.
Attacks with this rapier do not suffer any of the
disadvantages of being used underwater.
If you do damage with this rapier to a creature with bodily
fluids (including creatures made of fluid like water
elementals, but not those devoid of fluid like air and earth
elementals), you can use the rapier to drain their body fluids
to heal yourself for half of the damage done rounding down,
unless the creature has hazardous, caustic or poisonous
bodily fluids (like oozes), in which case you woud be doing it
as damage of an appropriate type, ie acid or poison, to
yourself instead.

Pokémon Inspired Weapons & Items


169
369 - Religunth
Weapon (Pistol) – Very Rare (19,630 gp, requires attunement)
This +2 pistol appears to be made of rock, having a rocky
pattern of light and dark browns on it and a fitting around the
nozzle's end with a fin-shaped front sight. A red hexagon of
carved rock is embedded in the pistol's side, with red veins of
rock spreading from it. Brown cloth is wrapped around the
handle.
See DMG 267 for specifics about pistols. Pistols are
considered Martial Ranged Weapons, and this pistol has the
loading property, holding 1 shot using standard gunpowder
and bullet ammunition, weighting 3 lbs when empty. It is shot
similarly to a crossbow, but requires its own proficiency, and
uses Constitution as its attack modifier, but doesn't use a
damage modifier beyond the +2.
The pistol holds 1 shot at a time before needing to be
reloaded. Reloading takes an action, provided you have ammo
easily available.
One shot can be used to make an attack against a target at
a range of 30/90 when it fires a normal bullet. On a
successful hit, they take 1d10+2 piercing damage.
The pistol does not suffer any of the disadvantages of being
used underwater.
While attuned to the pistol you can breath underwater, gain
15 feet of swim speed, gain 10 feet of movement when in
rain, and once between long rests, when you are reduced to 0
hit points but not killed outright, you can drop to 1 hit point
instead.

370 - Luvdiva
Weapon (Shortbow) – Uncommon (370 gp, requires
attunement)
This light pink shortbow has several thin curved branches
that resemble hearts and half-hearts, with a few having teal
inlay making them look like tear drops.
While attuned to this bow, you can sense loving couples
within 100 feet of you, you can breath underwater, gain 5 feet
of movement when in rain, and if in rain or water any status
conditions you have not being physically induced (ie being
grappled or restrained by rope or vines) are healed at the
start of your turn.
The shortbow does not suffer any of the disadvantages of
being used underwater.

Pokémon Inspired Weapons & Items


170
371 - Bangon
Wondrous (Gloves) – Rare (7130 gp, requires attunement)
These teal-blue fingerless gloves have thick grey trim
around the wrist, a flat yellow triangle above that, three
elongated grey teardrops shaped like a crown on the back of
the palm, and three small spikes over the knuckles.
These gloves give +1 to unarmed strike attack and damage
rolls, and do an addition 1d4 piercing damage to unarmed
strike hits. Your unarmed strikes also deal double damage to
objects, structures and creatures made of rock and stone.
While attuned to these gloves, if you perform an attack or
spell that has additional effects to doing damage, such as
causing a status condition or imposing disadvantage on rolls,
you can choose to substitute all of the effects for an additional
damage dice per effect to the attack or spell.

372 - Draxehaus
Weapon (Greataxe) – Very Rare (17,500 gp, requires
attunement)
This grey +2 greataxe has defensive ridges on its blades,
and a hexagon hole between the blades and shaft. A red
needle-like rhombus sits embedded above the hole, while a
similar but smaller rhombus sits in the pommel.
While attuned to this axe: you only need to eat every other
day for sustenance; and you are immune to damage and
effects caused by weather, powders and spores, whether
natural or magical.
While wielding this axe, you have +1 AC, and your attacks
deal double damage to objects, structures and creatures
made of rock and stone.

Pokémon Inspired Weapons & Items


171
373 - Salexance
Weapon (Lance, Greataxe) – Legendary (37,300 gp, requires attunement)
This lance has a grey shaft with a large teal-blue blade with Rage (from page 48 of the PHB)
red on one side. Below that is a curved red axe head on one In battle, you fight with primal ferocity. On your turn, you can
side of the shaft and teal-blue spikes on the other side. A enter a rage as a bonus action.
curved teal-blue bell guard goes down from the axe head to While raging, you gain the following benefits if you aren't
the curved teal-blue pommel. wearing heavy armor:
The Salexance can be used as both a +3 Greataxe and a +3
Lance without any impediments. You have advantage on Strength checks and Strength
While attuned to the Salexance: you gain a fly speed of 60 saving throws.
feet; you have advantage on Intimidation rolls; if you When you make a melee weapon attack using Strength,
intimidate someone they have disadvantage on their ability you gain a bonus to the damage roll that increases as you
and attack rolls for 1 minute; anytime you down a target, you gain levels, levels 1-8 is +2, levels 9-15 is +3, and levels 16+
have advantage on your attacks until the end of your next are +4.
turn; and you gain the ability to rage (PHB 48) three times You have resistance to bludgeoning, piercing, and slashing
between long rests. If you already have the ability to rage, damage.
your number of rages increase by 3. If you are able to cast spells, you can't cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious, if your turn ends and you haven't
attacked a hostile creature or taken damage since your last
turn. You can also end your rage on your turn as a bonus
action.
Once you have used all your rages, you must finish a long
rest before you can rage again.

Pokémon Inspired Weapons & Items


172
374 - Belmace
Weapon (Mace) – Rare (7430 gp, requires attunement)
This iron +1 mace has a roughly pounded iron ball on top
with a iron fin on one side and a black rock with a red spot
embedded on the other. The pommel of the mace is a simple
metal spike.
This mace is much lighter than a normal mace, weighting
only 2 lbs.
While attuned to this mace: you have advantage on
Athletics rolls while climbing; gain a hover speed of 15 feet;
you can't have disadvantage on any rolls from anything not
being physically induced (ie being grappled or restrained by
rope or vines) that other creatures attempt to impose on you;
and if you are wearing metal armor, the weight of that armor
is reduced by 50%.

375 - Metwange
Weapon (Warhammer, Flail) – Very Rare (17,350 gp, requires
attunement)
This iron +2 warhammer has a spiked head, a few arms
and spikes along its top and back. A chain off the back of the
hammer connects to a duplicate of the hammerhead.
The warhammer does piercing damage instead of
bludgeoning damage, and the chained hammer head can be
used as a +2 flail. When preforming an attack with the
warhammer, you can perform an attack with the flail as a
bonus action at disadvantage.
This warhammer is much lighter than a normal
warhammer, weighting only 1 lbs.
While attuned to this warhammer: you have advantage on
Athletics rolls while climbing; gain a hover speed of 30 feet;
you can't have disadvantage on any rolls from anything not
being physically induced (ie being grappled or restrained by
rope or vines) that other creatures attempt to impose on you;
and if you are wearing metal armor, the weight of that armor
is reduced by 50%.

Pokémon Inspired Weapons & Items


173
The Mateugross has 9 charges that refresh at dawn. As a
376 - Mateugross bonus action, you can expend a charge to use the cable
Weapon (Dual Longswords, Body Harness) – Legendary shooter to grapple a grappling hook on to a wall, tree, or any
(37,600 gp, requires attunement) other study terrain, object or creature within 150 feet of you.
This metal body harness has two large rectangular boxes You can then use your movement to be pulled to the grappled
on either side that strap to the thighs with six slots each, with point up to 150 feet in one turn. You can dismiss the hook's
a metal tank attached to the top. 5-foot-long metal cables on grappling at anytime, preserving momentum and allowing
the boxes each attach to a sword hilt. These sword hilts can you to be launched into the air. The hook's grapple will
attach and dis-attach to the blades in the boxes, creating duel always succeed so long as the target is sturdy, and you can be
+3 longswords. The back of the harness also has an odd grappled to two things at the same time with these hooks.
magically magnetic gyroscopic cable shooter with a grapple Hitting a creature with the hooks does 1 piercing damage,
hook on either side attached to it sitting just over the waist. and the hook can be pulled out with a DC 15 Strength roll.
The whole device weights 25 lbs thanks to the light metal Depending on the place you would land from your movement
used in its construction, and it cannot be worn with medium and the speed you are traveling, you may have to make an
or heavy armor. Acrobatics save to ensure a safe landing, at the DM's
While attuned to the Mateugross: you have proficiency with discretion.
using it, including using the complex gyroscopics to The blades of the longswords, while very sharp, are quite
maneuver around, such as using it to launch yourself into the thin, and on an attack roll of 4 or less, the blade will break.
air; you have advantage on Athletics rolls while climbing; gain You can use a bonus action to dis-attach the broken blade
a hover speed of 45 feet; and you can't have disadvantage on from the hilt and attach a fresh blade from the boxes. Each
any rolls from anything not being physically induced (ie being box starts with 6+1d4 blades, and regains 1d4 blades at
grappled or restrained by rope or vines) that other creatures dawn. Fresh blades are held in place in the box with
attempt to impose on you. magnetism and can only be removed once attached to a
Mateugross hilt. Broken blade pieces evaporate into smoke
1d4 rounds after being separated from the
hilt.

Pokémon Inspired Weapons & Items


174
377 - Wreckirock
Weapon (Greatclub) – Legendary (77,300 gp, requires attunement)
This +3 greatclub is made of beige and orange-brown rock, Attacks with this club do an additional 3d8 bludgeoning
and the head of the club is shaped like a crescent around damage.
another rock, with nodules along the outside edge of the This club can be used to carve a circular 5 ft diameter
crescent. Seven small yellow orbs arranged in a capital H tunnel through solid rock at a rate of 2.5 ft per round as an
pattern are embedded where the head meets the handle. action, although while tunneling any other creatures within
While attuned to this club: you gain a burrowing speed of 15 feet of you must succeed a DC 16 Dexterity save or take
30; during short rests, you can apply up to 5 solid rocks, each 2d6 bludgeoning damage from flying debris each round.
weighting at least 1 pound, to a wound to heal 1d6 each as if Once between rests, when an attack with this club hits, you
they were hit dice, which will consume the rock and leave a can choose to roll three times the normal damage dice, but
patch of skin that resembles the rock used over the wound; you have disadvantage on attacks and attacks on you have
once between long rests, when you are reduced to 0 hit advantage for the next minute.
points but not killed outright, you can drop to 1 hit point
instead; and you can't have disadvantage on any rolls from
anything not being physically induced (ie being grappled or
restrained by rope or vines) that other creatures attempt to
impose on you.

Pokémon Inspired Weapons & Items


175
378 - Regalice
Weapon (Morningstar) – Legendary (78,300 gp, requires attunement)
This +3 morningstar is made of light blue ice shaped like cut Any creature downed by this morningstar immediately
gems. The head is a large ice crystal with several smaller become frozen instead of dying, and you can also touch a
crystals protruding from it. Seven small yellow orbs arranged willing creature and freeze them as an action.
in a long + pattern are embedded where the head meets the Once between rests, when an attack with this morningstar
handle. A spiked two-piece guard covers the handle. hits, you can choose to roll three times the normal damage
While attuned to this morningstar: during short rests, you dice, but you have disadvantage on attacks and attacks on you
can apply up to 5 pieces of ice, each weighting at least 1 have advantage for the next minute.
pound, to a wound to heal 1d6 each as if they were hit dice,
which will consume the rock and leave a patch of skin that Frozen Status
resembles ice over the wound; you are immune to the frozen A frozen creature is transformed, along with any nonmagical
condition, cold damage, the effects of cold weather and any objects it is wearing or carrying, into solid ice. Its weight
additional damage either of those might do (such as increases by a factor of ten, and it ceases aging.
bludgeoning damage from hail); and you can't have The creature is incapacitated, can’t move or speak, and is
disadvantage on any rolls from anything not being physically unaware of its surroundings.
induced (ie being grappled or restrained by rope or vines) Attack rolls against the creature have advantage.
that other creatures attempt to impose on you. The creature automatically fails Strength and Dexterity
Attacks with this morningstar do an additional 3d8 cold Saving Throws.
damage. Any creature hit by this morningstar must make a The creature is Vulnerable to Fire and Bludgeoning
DC 16 Constitution save or their wounds will freeze and damage, and has Resistance to all other damage.
cannot be healed until after an hour is spent carefully The creature is immune to poison and disease, although a
warming and thawing the wounds. If a creature already poison or disease already in its system is suspended, not
suffering this is hit again, they must make another DC 16 neutralized.
Constitution save. If they fail by 5 or more, the creature is Being frozen lasts until the creature is freed by a Greater
instantly frozen, other wise they will begin to freeze and are Restoration spell, similar magic, or others spend 24 hours
restrained. They must repeat the saving throw at the end of carefully thawing the creature. The last method leaves the
their next turn, becoming frozen on a failure or ending the creature with 4 levels of Exhaustion.
effect on a success.

Pokémon Inspired Weapons & Items


176
379 - Edgysteel
Weapon (Greatsword) – Legendary (79,300 gp, requires attunement)
This steel +3 greatsword has a broad blade with a black This sword is much lighter than a normal greatsword,
section down the middle leading to a black circle in the weighting only 3 lbs, and does not have the Heavy property
center of the hilt, with has seven small red orbs arranged in a normal greatsword have, but still requires two hands to
hexagonal pattern on it. The sword's guards curve backwards properly wield it due to its size.
to protect the handle, and just above them a short chain on Attacks with this sword do an additional 3d8 slashing
either side is attached, with a hoop on each of the other ends damage, the chained hoops can be used as +1 flails. When
that has three metal weights welded to it so that it resembles preforming an attack with the sword, you can perform two
an open hand. attacks with the flails as a bonus action at disadvantage.
While attuned to this sword: during short rests, you can Once between rests, when an attack with this sword (but
apply up to 5 pieces of steel, each weighting at least 1 pound, not the flails) hits, you can choose to roll three times the
to a wound to heal 1d6 each as if they were hit dice, which normal damage dice, but you have disadvantage on attacks
will consume the steel and leave a patch of skin that and attacks on you have advantage for the next minute.
resembles steel over the wound; if you are wearing metal
armor, the weight of that armor is reduced by 50%; and you
can't have disadvantage on any rolls from anything not being
physically induced (ie being grappled or restrained by rope or
vines) that other creatures attempt to impose on you.

Pokémon Inspired Weapons & Items


177
380 - Fleuratias
Weapon (Rapier) – Legendary (83,500 gp, requires attunement)
This pink +3 rapier has a multi-pointed tip, a bell guard with This rapier has 15 charges that refresh at sunrise. You can
a blue line triangle with long fluffy white trim, and alternating expend charges to cast the following spells, with each extra
pink and white clothes wrapped around the handle with long charge upcasting the spell by a level to a maximum of 9
tails. charges:
While attuned to this rapier: you can cast Disguise Self at
will; you gain a fly speed of 90 feet; are immune to difficult Healing Word (1 or more charges)
terrain; and you are resistant to fire, lighting and psychic Silent Image (1 charge)
damage. Sense Emotion (1 charge)
Attacks with this rapier do an additional 4d6 Psychic Comprehend Languages (1 charge)
damage, and when a creature takes damage from this rapier, Invisibility (2 or more charges)
they have disadvantage on attack rolls until the end of their Blur (2 charges)
next turn. Mirror Image (2 charges)
Greater Invisibility (4 charges)
Mislead (5 charges)
Rary's Telepathic Bond (5 charges)
Telepathy (8 charges)

Pokémon Inspired Weapons & Items


178
381 - Latgeios
Weapon (Pike) – Legendary (83,500 gp, requires attunement)
This blue +3 pike has a two-pronged head, a large blue wing- Attacks with this pike do an additional 4d6 Psychic damage,
like guard over a forward handle with a red line triangle and when a creature takes damage from this pike, attacks on
where it meets the blades, and two long blue ribbons of cloth them have advantage until the end of their next turn.
tied around a point just below the upper handle. This pike has 15 charges that refresh at sunset. You can
While attuned to this pike: you gain the Minor Illusion expend charges to cast the following spells, with each extra
cantrip; you gain a fly speed of 90 feet; are immune to charge upcasting the spell by a level to a maximum of 9
difficult terrain; and you are resistant to fire, lighting and charges:
psychic damage.
You can also touch a wounded creature and as an action Disguise Self (1 charge)
sacrifice your own hitpoints to heal them an equal number of Silent Image (1 charge)
hitpoints, or take on any status conditions not being Sense Emotion (1 charge)
physically induced, curses, disease, or any other negative Comprehend Languages (1 charge)
conditions. If you would normally be immune to the Invisibility (2 or more charges)
condition, you are instead afflicted with it for an hour before Blur (2 charges)
it dissipates. If you take on a curse from an item that requires Mirror Image (2 charges)
attunement, you become attuned to the item with the curse, Greater Invisibility (4 charges)
unless you could not attune to it for whatever reason, in Mislead (5 charges)
which case the attempt to take the curse fails. Rary's Telepathic Bond (5 charges)
Telepathy (8 charges)

Pokémon Inspired Weapons & Items


179
382 - Kyogrent
Weapon (Trident) – Legendary (85,500 gp, requires attunement)
This sea blue +3 trident has broad and hooked tines, as well You can also expend charges to cast the following spells, with
as some side flair that resembles fins. Thin lines of red inlay each extra charge upcasting the spell by a level to a
are patterned on the trident's head. maximum of 9 charges:
While attuned to this trident: you gain the Shape Water
cantrip; you can breathe underwater; you gain a swim speed Create or Destroy Water (1 or more charges)
of 120 feet; have advantage on Athletic rolls while swimming; Fog Cloud (1 or more charges)
resistance to cold damage; and immunity to the effects of rain Wall of Water (3 charges)
and stormy weather. Water Breathing (3 charges)
Attacks with this trident do an additional 4d6 Piercing Tidal Wave (3 charges)
damage. Control Water (4 charges)
This trident has 15 charges that refresh at midnight. You Watery Sphere (4 charges)
can expend 2 charges as an action to produce a geyser in a Maelstrom (5 charges)
30-foot-long and 1-foot wide line from the tip of the trident, Tsunami (8 charges)
and aim the geyser at any creatures you can see within 30 The weather around this trident is always being pushed
feet of you. The target(s) must succeed on a DC 19 Strength towards a warm, stormy, torrential rain, as if it has a constant
saving throw or take 3d6 bludgeoning damage and fall prone, Control Weather spell in effect. This effect trumps any and all
and half as much damage on a save. Instead of a creature, other weather effects while at sea or on the coast.
you can target an object that isn't being worn or carried and
that weighs no more than 300 pounds. The object is either
knocked over or pushed up to 30 feet away from you.

Pokémon Inspired Weapons & Items


180
383 - Grouswordon
Weapon (Greastsword) – Legendary (85,500 gp, requires attunement)
This red +3 greatsword has broad blade and odd clawed tip, Attacks with this sword do an additional 4d6 Slashing
while the large bell guard has several spikes on it. The damage.
bottom part of the guard and the handle are a dark grey, with This sword has 15 charges that refresh at noon. You can
an odd claw decoration for the pommel. Thick lines of black expend charges to cast the following spells, with each extra
inlay are patterned all along the sword's blade and red charge upcasting the spell by a level to a maximum of 9
sections of the guard. charges:
While attuned to this sword: you gain the Mold Earth
cantrip; you can breath even when trapped in earth; you gain Earth Tremor (1 or more charges)
a burrowing speed of 120 feet; have advantage on Strength Earthbind (2 charges)
rolls while your feet are touching the ground; resistance to Maximilian's Earthen Grasp (2 charges)
fire damage; and immunity to the effects of heatstroke. Wall of Sand (3 charges)
The weather around this sword is always being pushed Erupting Earth (3 or more charges)
towards a hot, calm, clear sky, as if it has a constant Control Transmute Rock (5 charges)
Weather spell in effect. This effect trumps any and all other Move Earth (6 charges)
weather effects while on land away from major bodies of Bones of the Earth (6 or more charges)
water. Earthquake (8 charges)

Pokémon Inspired Weapons & Items


181
F06 - The Sword of Sea and Earth
Weapon (Greastsword) – Artifact (requires attunement)
This +4 greatsword has broad red blade with some blue This sword has 20 charges that refresh at noon. You can
encasements. The cross guards are blue pieces shaped to expend charges to cast the following spells, with each extra
resemble fins, waves and flames, with multiple points and charge upcasting the spell by a level, to a maximum of 9
holes. On each side is a set of a red and a blue ribbons tied to charges:
the guards. The red handle has a twisted red and blue fleur
de lis pommel. The red section of the sword have thick lines Earth Tremor (1 or more charges)
of black inlay patterned all along it, while the blue sections Create or Destroy Water (1 or more charges)
have thin lines of red inlay patterned upon it. Maximilian's Earthen Grasp (2 charges)
While attuned to this sword: you gain the Mold Earth and Wall of Water (3 charges)
Shape Water cantrips; you can breath underwater and even Water Breathing (3 charges)
when trapped in earth; you gain a burrowing speed of 120 Tidal Wave (3 charges)
feet and a swim speed of 120 feet; have advantage on Wall of Sand (3 charges)
Strength rolls while your feet are touching the ground; have Erupting Earth (3 or more charges)
advantage on Athletic rolls while swimming; resistance to fire Control Water (4 charges)
and cold damage; and immunity to the effects of heatstroke, Transmute Rock (5 charges)
rain and stormy weather. Maelstrom (5 charges)
The weather around this sword is always being pushed Move Earth (6 charges)
towards a unbearably hot, stormy, torrential rain, as if it has a Bones of the Earth (6 or more charges)
constant Control Weather spell in effect. This effect trumps Tsunami (8 charges)
any and all other weather effects so long as you are not Earthquake (8 charges)
underground. Attacks with this sword do an
additional 5d6 Slashing damage.
You can also use all 20 charges to
change the elevation of the land 1 mile
around you by one phase as follows:
Mountains <> Hills <> Plain <> Depression
<> Canyon. You can dictate the general
design of the change (such as a mountain
being a plateau or a depression immediately
filling with water to form a lake), but cannot
decide the specifics. You must be on the land,
or if the land is underwater, at least at the water's
surface, to cause this effect.

Pokémon Inspired Weapons & Items


182
384 - Rayquazance
Weapon (Lance) – Legendary (87,000 gp, requires attunement)
This green +3 lance has a large broad blade with a pair of Attacks with lance sword do an additional 4d6 Piercing
wings at the end around a circle with a yellow circle inlay on damage, and when a creature is hit by an attack from this
it that has a yellow line going up to a black hexagon, splitting lance attacks on them have advantage until the end of their
the yellow before they divert of the sides. The bottom of the next turn.
lance has a counter weight on it, with a thick cylinder with This lance has 15 charges that refresh at noon. You can
red-trimmed half-hexagons coming off it's sides, a set of small expend charges to cast the following spells, with each extra
dragon-like wings below that with a yellow line with two charge upcasting the spell by a level to a maximum of 9
circles that resemble a pair of glasses down their center, with charges:
a spike for a pommel.
While attuned to this lance: you gain the Gust cantrip; you Feather Fall (1 charge)
no longer need to breath; you can eat meteors for sustenance; Gust of Wind (2 charges)
you gain a flying speed of 120 feet; have advantage on Warding Wind (2 charges)
Dexterity rolls; resistance to fire damage; and are always Wind Wall (3 charges)
under the effect of the Feather Fall spell. Control Winds (5 charges)
The weather around this lance is always being pushed Steel Wind Strike (5 charges)
towards a cool, clear sky with moderate winds, as if it has a Investiture of Wind (6 charges)
constant Control Weather spell in effect. This effect trumps Wind Walk (6 charges)
any and all other weather effects. Whirlwind (7 charges)

Pokémon Inspired Weapons & Items


183
385 - Jirashikujō
Staff () – Artifact (requires attunement)
This white staff has a gold hoop on top with three pointed You can also expend charges to cast the following spells, with
loops off of it, each with a thin blue metal tag hanging from each extra charge upcasting the spell by a level to a
the tip. In the center of the hoop, where the shaft and the top maximum of 9 charges:
loop meet in the center of the hoop there is a blue orb made
of the same metal as the tag. Two gold teardrops hang from Identify (1 charge)
the hoop on fine gold chains. A gold cloth is wrapped around Guiding Bolt (1 or more charges)
the top of the staff with the two long ends streaming behind Augury (2 charges)
like comet tails when swung. Locate Animals or Plants (2 charges)
While attuned to the staff: you gain a +4 bonus to spell Locate Object (2 charges)
attack and damage rolls; +2 to your spell save DC; gain the Clairvoyance (3 charges)
Word of Radiance cantrip; gain a hover speed of 40 feet; Melf's Minute Meteors (3 or more charges)
when asleep you can still fight like normal but are blind and Divination (4 charges)
mute until someone else wakes you up; you can long rest Arcane Eye (4 charges)
more than once in a day; and you are immune to poison Locate Creature (4 charges)
damage and the poison condition. Legend Lore (5 charges)
If this staff is held together against a F05 - Staff of the Sun Scrying (5 charges)
and Moon (PIWI 155) during a meteor shower, the two staves Synaptic Static (5 charges)
will fuse into a F07 - Staff of the Cosmos (PIWI 185). Find the Path (6 charges)
This staff has 25 charges that refresh at midnight. You can True Seeing (6 charges)
use 9 charges to cast the Wish spell, and each time the wish Delayed Blast Fireball (7 or more charges)
will be written onto one of the tags in Celestial. Once all three Crown of Stars (7 or more charges)
tags are written on, the staff can no longer be used to cast Sunburst (8 charges)
Wish. Foresight (9 charges)
Meteor Swarm (9 charges)

Pokémon Inspired Weapons & Items


184
F07 - Staff of the Cosmos
Staff () – Artifact (requires attunement)
This gold staff has a twisted pale gold topper with three blue You can also expend charges to cast the following spells, with
metal tags hanging off it, and a large flat-ended red crescent each extra charge upcasting the spell by a level to a
sits on top, with several gold spikes radiating outwards like maximum of 9 charges:
sunbeams and a gold cloth wrapped around a section with Identify (1 charge), Guiding Bolt (1 or more charges)
the two long ends streaming behind like comet tails when Augury (2 charges), Locate Animals or Plants (2 charges),
swung. Inside the red crescent is a smaller pale gold Locate Object (2 charges), Detect Thoughts (2 charges),
crescent, in which sits a night-blue orb with a map of the Levitate (2 charges), Moonbeam (2 or more charges), Mind
stars upon it. The crescents, spikes and orbs can all be Spike (2 or more charges)
moved, rotated and turned about, allowing the top to work as Clairvoyance (3 charges), Melf's Minute Meteors (3 or more
an astrolabe. charges),
While attuned to the staff: you gain a +4 bonus to spell Divination (4 charges), Arcane Eye (4 charges), Locate
attack and damage rolls; +2 to your spell save DC; gain the Creature (4 charges), Fire Shield (4 charges)
Word of Radiance cantrip; gain a hover speed of 60 feet; Legend Lore (5 charges), Scrying (5 charges), Synaptic
when asleep you can still fight like normal but are blind and Static (5 charges)
mute until someone else wakes you up; you can long rest Find the Path (6 charges), True Seeing (6 charges),
more than once in a day; you always know where the sun, Sunbeam (6 charges)
moon, and any other heavenly bodies are in the sky, what Reverse Gravity (7 charges), Delayed Blast Fireball (7 or
phase the moon is in, and how long until the next full moon, more charges), Crown of Stars (7 or more charges)
eclipses and any other astrological event; are unaffected by Sunburst (8 charges), Foresight (9 charges), Meteor Swarm
difficult terrain; and you are (9 charges)
immune to poison
damage and the
poison condition.
You can also
speak a
command
word and the
orb on top of
the staff will
change to
resemble the sun
or the moon (your
choice), and emit the
respective sunlight or moonlight for 60 feet and dim light for
another 60 feet. This can be dismissed at any time.
This staff has 25 charges that refresh at midnight. You
can use 9 charges to cast the Wish spell, and each time
the wish will be written onto one of the tags in Celestial.
Once all three tags are written on, the staff can no
longer be used to cast Wish.

Pokémon Inspired Weapons & Items


185
386 - Denaxyshift
Weapon (Dual-Blade Sword, Rapier, Shield, Duel Daggers) – Artifact (requires attunement)
This orange and green +4 dual-blade sword is made of a Speed Form - The tubes shift into two orange +4 daggers
twisted pair of possibly organic tubes, with a green blade on with bell guards, a green rhombus in the center of the blade
one end and an orange blade of psychic energy on the other. and a long tube hanging off each, one orange and one green.
While attuned to this sword: you can cast the Alter Self If the two daggers are separated, they cannot change
spell at will; you no longer need to breath; you can eat forms, but the hanging tubes will point in the direction of one
meteors for sustenance; you gain a flying speed of 30 feet; another so long as they are both on the same plane of
resistance to psychic damage; advantage on all Intelligence existence.
rolls; and when you end a short rest, you can choose to cast a While in this form, you have advantage on all Dexterity
Regenerate spell on yourself. rolls, you gain 30 feet of movement speed, and can dash as a
Attacks with sword do an additional 4d6 Psychic damage, bonus action.
but after you land an attack you have disadvantage on your Defense Form - The tubes braid together and flatten out,
next attack. forming a +4 kite shield.
Any enemy within 30 feet of you that attempts to cast a While in this form, you have advantage on all Constitution
spell, use charges from a magic item, use Ki points, use rolls, you can't be knocked prone, and if you shield bash a
Sorcery points, or any other similar multi-point system to creature it does the additional damage and effects. However,
cause an effect must use a 1 level higher spell slot or one your attacks have disadvantage.
more point/charge in order to cause the effect. This does not Attack Form - The tubes spin together into a swirling +4
apply to abilities like Rage, Bardic Inspiration, Channel rapier with a bell guard over the handle.
Divinity, Wildshape, and Divine Smite. While in this form, you have advantage on all Strength
This sword can change form, its organic tubes shifting rolls, and attacks with this rapier do 6d6 Psychic damage
shapes, from its Normal form to a Speed form, a Defense instead of 4d6 Psychic damage.
form, and an Attack form. You can choose the However, attacks on you have
form it takes at the end of a long advantage.
rest, and it can't change form until
you finish another long rest. Regardless
of form, the benefits of this weapon
described above remain the same
unless otherwise stated.

Pokémon Inspired Weapons & Items


186
387 - Naxetle
Weapon (Handaxe) – Uncommon (180 gp, requires
attunement)
This wood hatchet handaxe has a green blade with yellow
undercoating, a brown shell with a black rim and black strip
across it on the backside, and a woody sprout coming from
beneath it.
While attuned to this handaxe, critical hits on you become
normal hits, and spells you cast that utilize plants (such as
Thorn Whip or Entangle) do +1 damage, or +1 to save DCs if
they don't do damage.

388 - Grotletto
Weapon (Dual Daggers) – Rare (1460 gp, requires
attunement)
These yellow wood +1 daggers resemble flat pinched
crescents, with a brown handle, a brown shell with spikes on
top, and a leafy green bush on the front before coming to a
sharp point.
While wielding both daggers you have +1 AC.
While attuned to these daggers: critical hits on you become
normal hits; spells you cast that utilize plants (such as Thorn
Whip or Entangle) do +1d4 damage, or +1 to save DCs if they
don't do damage; you can sense the nearest source of fresh
water within 1000 feet of you; using the daggers you can cast
Goodberry once a day, refreshing at noon: and you are
considered to be a Large creature for the purpose of
determining your carrying capacity (PHB 176).

389 - Torterraul
Weapon (Maul) – Very Rare (18,390 gp, requires attunement)
This wood +2 maul has a head that resembles a stump
with a moss-covered rock casing, while the back has grown
into a bonsai tree.
While attuned to this maul: critical hits on you become
normal hits; spells you cast that utilize plants (such as Thorn
Whip or Entangle) do +1d8 damage, or +1 to save DCs if they
don't do damage; you can sense the nearest source of fresh
water within 1 mile of you; using the maul you can cast
Goodberry twice a day, refreshing at noon: and you are
considered to be a Huge creature for the purpose of
determining your carrying capacity (PHB 176).

Pokémon Inspired Weapons & Items


187
390 - Chimchajra
Weapon (Dual Clubs) – Uncommon (192 gp, requires
attunement)
These pale gold vajra stick clubs have rounded ends
shaped to resemble flames.
Attacks with these clubs do +1 fire damage.
While attuned to these clubs, your unarmed strikes do an
additional +1 fire damage, you can speak a command word to
have the ends of the clubs light up to emit normal light for 10
feet and dim light for 10 feet, and you have advantage to
Athletic rolls when climbing.
Evolving: If these clubs stays on the grounds on a monk
temple/cloister and/or in the possession of a Monk, and are
used for training over a decade, they will merge together and
become a Jinferuyi.

391 - Monfacón
Weapon (Dual Daggers) – Rare (1390 gp, requires
attunement)
These orange +1 dagger has a red and gold blade with
curves and hooks to make it resemble a long flame. The
orange handle has four holes it and is shaped so that it can
be worn over the knuckles, and the fur over the edge of the
handle doesn't negate the benefits to unarmed strikes it has.
The ends of the handle are blue, and a red tassel hangs from
the end.
Attacks with these daggers do an additional 1d4 fire
damage.
While attuned to these daggers: your unarmed strikes do
an additional 1d4 fire damage; you can speak a command
word to have the blade light up to emit normal light for 15
feet and dim light for 15 feet; you have advantage to Athletic
rolls; and you gain 10 feet of climbing speed.

392 - Jinferuyi
Staff () – Very Rare (19,320 gp, requires attunement)
This blue and white +2 quarterstaff has a gold cone on top,
with several flame colored and shaped ribbons draped about
it, and gold trim along the length of the staff.
Attacks with this staff does an additional 1d8 fire damage.
While attuned to this staff: your unarmed strikes do an
additional 1d8 fire damage; you can speak a command word
to have the top of the staff light up to emit normal light for 30
feet and dim light for 30 feet; you have advantage to Dexterity
rolls and Initiative rolls; and you gain 20 feet of climbing
speed.

Pokémon Inspired Weapons & Items


188
393 - Pipyalup
Weapon (Dagger) – Uncommon (195 gp, requires
attunement)
This white-blue dagger has a yellow tip and a navy-blue
marking on the bottom of the blade resembling a wave, as
two ribbons hang from the top of the handle.
Attacks with this dagger do +1 slashing damage.
While attuned to this dagger, you can hold your breath for
10 minutes, you gain 10 feet of swim speed, and if you are
given disadvantage on any rolls by a hostile creature
(including attack rolls), you have advantage on your next
attack.

394 - Prinutiplup
Weapon (Dual-Blade Sword) – Rare (1393 gp, requires
attunement)
This navy blue +1 dual-blade sword has hooked blades with
light blue markings that resemble waves along them. Gold
hoop guards sit at either side of the handle.
The sword does not suffer any of the disadvantages of
being used underwater, and attacks with this sword do an
additional 1d4 slashing damage.
While attuned to this sword: you can hold your breath for
10 minutes; you gain 15 feet of swim speed; resistance to
cold damage; and if you are given disadvantage on any rolls
by a hostile creature (including attack rolls), you have
advantage on your next attack.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

395 - Tridempoleon
Weapon (Trident) – Very Rare (19,250 gp, requires
attunement)
This navy blue +2 trident has a gold blade on top, with a
split section beneath that that crosses over itself in a large X
shape. Each branch of the X has a navy-blue ribbon tied
around it, the top branches having small bows, while the
bottom branches have dangling ribbons. The pommel is a
gold fleur de lis.
Attacks with this trident does an additional 1d8 slashing
damage.
While attuned to this trident: you can hold your breath for
10 minutes; you gain 30 feet of swim speed; gain resistance
to cold damage; and if you are given disadvantage on any rolls
by a hostile creature (including attack rolls), you have
advantage on attack rolls until the end of the effect.

Pokémon Inspired Weapons & Items


189
F08 - Staff of the Jungle
Staff () – Very Rare (46,050 gp, requires attunement)
This green staff has a red bulb flower on top flanked by While attuned, all plant based effect and spells you cast gain
several different types of leaves, and two earthen shell-like the following benefits: an improved critical of 1, where your
handles twisting around the top part of the shaft with small range on critical hits increases by 1, ie from critical hits on 20
bushes growing on the outside. to critical hits on 19 to 20; any creature hit by your plants
While attuned to this staff: you gain a +2 bonus to spell must succeed on a DC 18 Constitution saving throw, on a fail
attack and damage rolls and +2 to your save DC; you gain the taking an additional 6d4 poison damage and have
Vine Whip cantrip; critical hits on you become normal hits; disadvantage on Dexterity saves until the end of their next
you have advantage on Athletic rolls while climbing; if you turn, and the next attack on them has advantage, or just half
aren't wearing Medium or Heavy armor you gain 10 feet of the damage on a save;
movement speed and gain 10 feet of climbing speed; if you You can speak a command word and the staff will pull
are in direct sunlight, any status conditions you have not towards the nearest place that would be good to plant a plant.
being physically induced (ie grappled, restrained) are healed If you have a specific plant in mind and know what it requires
at the start of your turn; and you are considered to be a Large (how much light/shade, water, soil, etc) it will be able to direct
creature for the purpose of determining your carrying you to the nearest ideal spot for it.
capacity (PHB 176). You can speak another command word and the staff will
While wielding this staff you have +1 AC. pull towards the nearest source of fresh water.
Once a day, refreshing at noon, you can cast Goodberry
using the staff.

Pokémon Inspired Weapons & Items


190
F09 - The Striking Wave
Weapon (Halberd) – Very Rare (29,593 gp, requires attunement)
This deep blue +2 halberd has two blades, one a light blue The halberd does not suffer any of the disadvantages of being
curved rectangle with a coral-like growth where it attaches to used underwater, and attacks with this halberd do an
the shaft and a thin ethereal cloth hanging from it, while the additional 1d6 slashing damage.
other is a gold edged axe head. Golden leather wraps the The halberd has 5 charges that refresh at dawn, and can be
handle, and there is a flared gold pommel. used to magically fire a shot of water from between the two
While attuned to this halberd: you can hold your breath for blades. You can expend a charge as an action and make an
10 minutes; you can breathe underwater; you gain 20 feet of attack roll on a target, with a +2 modifier and your
swim speed; resistance to cold and fire damage; and if you proficiency if you have proficiency with firearms, using a
are given disadvantage on any rolls by a hostile creature range of 80/240, which will fire off a shot of compressed
(including attack rolls), you have advantage on your next water. On a successful hit, the target takes 2d10 piercing
attack. damage. If you roll a critical hit on the attack, you roll 6d10
piercing damage instead of 4d10.

Pokémon Inspired Weapons & Items


191
F10 - The Seaweed Trident
Weapon (Trident) – Very Rare (30,810 gp, requires attunement)
This navy blue +2 trident has a gold blade on top, and a blue While attuned to this trident: you can hold your breath for 10
guard below it with an outstretched frill of seaweed. The minutes; you gain 30 feet of swim speed; if you aren't wearing
guard has an extended twist below it, with a knot of seaweed Medium or Heavy armor, you gain an additional 10 feet of
below that has two long lengths of seaweed flowing from it. A movement, climbing and swim speed; gain resistance to cold
blue spike acts as the pommel. damage; you have advantage on Athletic rolls while climbing
Attacks with this trident does an additional 1d8 slashing and swimming; and if you are given disadvantage on any rolls
damage and gain an improved critical of 1, where your range by a hostile creature (including attack rolls), you have
on critical hits increases by 1, ie from critical hits on 20 to advantage on attack rolls until the end of the effect.
critical hits on 19 to 20.

Pokémon Inspired Weapons & Items


192
396 - Starletto
Weapon (Dagger) – Common (99 gp, requires attunement)
This dark brown dagger has upward curved guards, an
orange bar around the blade, a grey handle has a white stripe
around it, and an orange bird claw for a pommel.
While attuned to this dagger, you can't have disadvantage
on attack rolls from non-magical means (such as a the dodge
action).

397 - Sturabuvia
Weapon (Greatclub) – Uncommon (379 gp, requires
attunement)
This dark grey-brown greatclub is made of a bird wing, and
can also be used as a fan. The grey handle has a white stripe
around it and an orange spike pommel.
While attuned to this club: you have advantage on
Intimidation rolls; you can choose to take advantage on one
attack, but all attacks on you have advantage until the end of
your next turn.

398 - Staraptachi
Weapon (Dual Shortswords) – Rare (1983 gp, requires
attunement)
These grey-brown +1 dual shortswords have dark brown
edges, the grey handles have a white stripe around them, and
bell guards over the handle covered in feathers. The
pommels are small blades that can used as daggers.
Attacks with these swords do an additional 1d6 slashing
damage.
While attuned to these swords: you have advantage on
Intimidation rolls; anyone you intimidate has disadvantage on
their attack rolls for 1 minute; you can choose to take
advantage on attacks for one turn, but all attacks on you have
advantage until the end of your next turn.

Pokémon Inspired Weapons & Items


193
399 - Biboff
Wondrous (Brass Knuckle, Cursed) – Common (39 gp,
requires attunement)
This brown dagger has a set of rodent teeth on top, and has
fur covering.
These brass knuckles add 1d4 piercing damage to
unarmed strikes when worn, and while attuned to these
knuckles, you can add half your proficiency bonus, rounded
down, to any ability check you make that doesn't already
include your proficiency bonus.
Cursed. This club is cursed. After you hit a creature with it,
roll 2d8. The first d8 denotes what rolls you now have
advantage on, while the second denotes what rolls you now
have disadvantage on, per the table below. If you roll the
same thing, they cancel each other out. The stats are affected
until you next expend charges, causing a reroll, or you remove
the curse. If you roll a 7, the advantage/disadvantage applies
to attacks against you. This could result in attacks against
you having advantage, while your attacks have disadvantage.
1- Strength 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks

Brass Knuckles
Brass knuckles are weapons designed to fit around the
knuckles, often with a descending piece to fill the closed
palm of a fist. They preserve and concentrate the force of a
punch into a smaller contact area with a harder material, thus
doing more damage, while also reducing the potential
damage to the attacker.
You can not wear gloves while wearing brass knuckles,
unless they are fingerless gloves, you have difficultly
manipulating objects while wearing knuckles, and you can't
effectively wield any other weapons.

400 - Beadarudge
Weapon (Greatclub, Cursed) – Uncommon (400 gp, requires
attunement)
This brown greatclub has a rough leather covering, light
brown round markings around it, and fur covered guard. The
pommel resembles a dark brown crown.
While attuned to this club: you can add half your
proficiency bonus, rounded down, to any ability check you
make that doesn't already include your proficiency bonus;
your attacks and attacks made against you ignore any kind of
boosts from spells, such as increases in AC, attack damage,
advantage or disadvantage; and you gain proficiency with
Carpentry tools.
Cursed. This club is cursed. After you hit a creature with it,
roll 2d8. The first d8 denotes what rolls you now have
advantage on, while the second denotes what rolls you now
have disadvantage on, per the table below. If you roll the
same thing, they cancel each other out. The stats are affected
until you next expend charges, causing a reroll, or you remove
the curse. If you roll a 7, the advantage/disadvantage applies
to attacks against you. This could result in attacks against
you having advantage, while your attacks have disadvantage.
1- Strength 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks
Pokémon Inspired Weapons & Items
194
401 - Korobashi
Weapon (Club) – Common (41 gp, requires attunement)
This red and yellow club has a head made of two thick
curled black antennae-like ends, with a yellow frill below that,
and a red section with two black orbs on it at the top of the
handle.
The antennae can be struck as a percussive instrument.
While attuned to this club, you have +1 on rolls to prevent
being grapples or restrained.

402 - Kusaricketune
Weapon (Kusarigama) – Uncommon (420 gp, requires
attunement)
This red kusarigama has some thin red insect antennae on
the back of the sickle head above a large black spot on a pale-
yellow handle. The red cylindrical weight has a pattern of
yellow rectangle along its bottom half, with a black mustache
ridge along its top half.
While attuned to this kusarigama: if you fall below 50% of
your health, your attack and damage rolls with this weapon
have +1; and as a reaction you can attempt to remove any
status condition not being physically induced (ie grappled,
restrained). Roll 1d6, and on a 5 or 6, you're cured of the
condition as your skin seems to shed a thin layer of magical
energy that dissipates into the air.
Kusarigama
Kusarigama, also known as Chain Sickles, are Martial Melee
Weapons, a combination of Sickles and Meteor Hammers,
and anyone proficient with those weapons has proficiency
with a Kusarigame.
A common Kusarigama consists of a sickle with a 10-foot
light chain connecting it to a small iron weight. They weight 4
lbs, cost 10 gp, and have the Finesse, Two-Handed and Reach
properties, with the reach only applying to the chain portion.
The sickle does 1d4 Slashing damage, and the weighted
end can be used to do 1d4 Bludgeoning damage with Reach,
and on a successful hit the target is Grappled and Restrained
by the chain. The chain can't be used to attack until the target
is freed. The sickle and chain end can be both wielded like
you are fighting with two weapons, per Two-Weapon Fighting
on PHB 195. Using a Kusarigama requires a lot of
concentration, and so you have disadvantage on
Concentration saves while wielding a Kusarigama.

Pokémon Inspired Weapons & Items


195
403 - Sheiwax
Weapon (Club) – Uncommon (430 gp, requires attunement)
This light blue club has two prongs to its head, with a four-
point gold star pointing upwards between them, with a spiky
black guard. The bottom half of the handle is black with
another smaller gold star as the pommel
While attuned to this club, you have advantage on
Intimidation rolls, and you can speak a command word to
create a node of electricity between the two prongs that emits
light for 10 feet and dim light for another 10 feet.
When the club hits a target, it does an additional 1d6
lighting damage, and they must make a DC 13 Constitution
save or be paralyzed until the end of their next turn.

404 - Katuxio
Weapon (Dagger) – Rare (1440 gp, requires attunement)
This light blue +1 katar dagger has three blades, the
middle one being shorter and the outer two being black
tipped blades. A four-point gold star sits in the middle of its
guard with spiky black guards and gold handles.
While attuned to this dagger: you have advantage on
Intimidation rolls; if you are afflicted by a status condition,
attacks with this dagger do an additional 1d4 lighting
damage; and you can speak a command word to create a
node of electricity between the two outer blades that emits
light for 15 feet and dim light for another 15 feet.
When the dagger hits a target, it does an additional 1d6
lighting damage, and they must make a DC 16 Constitution
save or be paralyzed until the end of their next turn.

405 - Vouluxray
Weapon (Glaive) – Very Rare (15,400 gp, requires
attunement)
This light blue +2 voulge glaive has a black edged blade
with a mane-like flair of black fur attached where the blade
meets the shaft, just above a four-point gold star. A matching
smaller blade acts as the pommel.
The pommel blade can be used like you are fighting with
two weapons, per Two-Weapon Fighting on PHB 195, doing
1d6 slashing damage.
While attuned to this glaive: you have advantage on
Intimidation rolls; anyone you intimidate have disadvantage
on attacks for 1 minute; if you are afflicted by a status
condition, attacks with this glaive do an additional 1d6
lighting damage; you gain blindsight with a range of 30 feet
thanks to the ability to sense electricity; and you can speak a
command word to create a node of electricity at the tip of the
blade that emits light for 20 feet and dim light for another 20
feet.
When the glaive hits a target, it does an additional 1d8
lighting damage, and they must make a DC 19 Constitution
save or be paralyzed until the end of their next turn.

Pokémon Inspired Weapons & Items


196
F11 - The Lighting Strike Naginata
Weapon (Glaive) – Very Rare (27,250 gp, requires attunement)
This blue +2 naginata glaive has a black blade with a blue While attuned to this glaive: you gain 10 feet of movement;
edge that resembles a stylized lighting bolt with a lighting you are immune to lighting damage; if you are hit by lighting
yellow gem at the base. A black tail-like cloth hangs from the damage you gain advantage on your next attack; if you are in
blade, while the pommel is a pale gold sharply bent hook with range of any spells or effects that do lighting damage, you
a four-point gold star where it attaches to the shaft. automatically replace one of the targets of the spell if you
When the glaive hits a target, it does an additional 2d8 were not already a target; you gain blindsight with a range of
lighting damage, and they must make a DC 19 Constitution 30 feet thanks to the ability to sense electricity; you have
save or be Paralysed for 1 minute. Affected creatures can try advantage on Intimidation rolls; anyone you intimidate has
the save again at the end of their turn. disadvantage on attacks for 1 minute; and if you are afflicted
You can speak a command word to create a node of by a status condition, attacks with this glaive do an additional
electricity at the tip of the blade, which emits light for 20 feet 1d6 lighting damage.
and dim light for another 20 feet.

Pokémon Inspired Weapons & Items


197
406 - Knospaff
Staff () – Common (64 gp)
This green staff is made of twisted vines, and has a large
leafy top that wraps upwards around a sunny yellow orb with
a closed flower bud above it.
As an action, you can shake this staff to release a cloud of
pollen around you in a 15-foot sphere centering around
yourself. Everyone within the sphere, including you, must
make a DC 10 Constitution save or be forced to spend their
next action harshly sneezing.

407 - Rozurestoc
Weapon (Longsword) – Rare (1740 gp, requires attunement)
This green +1 longsword has a guard made of thorny vines,
with three small red roses in a triangle on one guard, and
three small blue roses in a triangle on the other side. The
roses smell quite sweet.
While attuned to this sword: you gain the Thorn Whip
cantrip; you have advantage to Performance and Persuasion
rolls; and when in sunlight you are cured of non-physically
induced status conditions (such as being grappled) at the
start of your turn.
Attacks with this sword do an additional 1d8 poison
damage, and on a hit the target must make a DC 16
Constitution save or be poisoned for a minute. They can
attempt the save again at the end of their turn.
You can also tap the roses to sprinkle some sweet nectar
onto something, which can be used to attract prey.

Pokémon Inspired Weapons & Items


198
F12 - The Sword of Burning Passion
Weapon (Longsword) – Very Rare (31,060 gp, requires attunement)
This weapon looks like just a blue hilt at first glance, with a The sword's luminous blade emits bright light in a 15-foot
gold spike pommel and just below the guard is a gold pin radius and dim light for an additional 15 feet. While the blade
flanked by a small red rose on one side, and a small blue rose persists, you can use an action to expand or reduce its radius
on the other. The guard is made of sturdy rose leaves, while of bright and dim light by 5 feet each, to a maximum of 30
where one would expect a blade is instead a white rose. feet each or a minimum of 10 feet each.
Once attuned to the sword, you can speak a command While attuned to this sword: you gain the Thorn Whip
word as a bonus action to cause flames to erupt from cantrip; you gain 20 feet of climbing speed; your unarmed
between and beneath the rose petals, forming a longsword of strikes do an additional 1d8 fire damage; you have advantage
pure fire. to Performance, Persuasion, Dexterity and Initiative rolls;
You gain a +2 bonus to attack and damage rolls made with and when in sunlight you are cured of non-physically induced
this longsword, it has the Finesse property, deals 2d8 fire status conditions (such as being grappled) at the start of your
damage and 1d8 poison damage instead of 1d8 slashing turn.
damage, or 2d10 fire damage and 1d10 poison damage if You can also tap the roses to sprinkle some sweet nectar
being used two-handed, and on a hit the target must make a onto something, which can be used to attract prey.
DC 16 Constitution save or be poisoned for a minute. They
can attempt the save again at the end of their turn.

Pokémon Inspired Weapons & Items


199
408 - Koknodonk
Weapon (Flail) – Rare (1480 gp)
This dark grey +1 flail has a rocky bell guard with three
spikes on top and a blue bottom half. The head of the flail is a
hard blue flatten sphere with grey rocky spikes around the
bottom half.
While attuned to this flail, attacks with this flail ignore any
benefits spells and magic items give the target (such as
Shield or the +1 of +1 armor), and if you perform an attack or
spell that has additional effects to doing damage, such as
causing a status condition or imposing disadvantage on rolls,
you can choose to substitute all of the effects for an additional
damage dice per effect to the attack or spell.
Charge. If you move at least 15 feet straight toward a
target and then hit it with an attack from this flail on the
same turn, the target takes an extra 2d6 bludgeoning
damage.
Cursed. This flail is cursed. You have disadvantage to all
Intelligence rolls while attuned to it.

409 - Rampance
Weapon (Lance) – Very Rare (14,900 gp, requires
attunement)
This dark grey +2 lance has a large blue cone head with
rocky grey spikes around its base. A blue bell guard comes
down over the shaft before the end wraps around the shaft.
The pommel is a dark grey spike with smaller spikes around
its base.
While attuned to this lance, attacks with this lance ignore
any benefits spells and magic items give the target (such as
Shield or the +1 of +1 armor), and if you perform an attack or
spell that has additional effects to doing damage, such as
causing a status condition or imposing disadvantage on rolls,
you can choose to substitute all of the effects for an additional
damage dice per effect to the attack or spell.
Attacks from this lance deal double damage to objects and
structures.
If a target is hit by an attack from this lance, they must
make a Strength saving throw against your attack roll or be
knocked prone.
Charge. If you move at least 15 feet straight toward a
target and then hit it with an attack from this lance on the
same turn, the target takes an extra 2d8 piercing damage.
Cursed. This lance is cursed. You have disadvantage and -1
to all Intelligence rolls while attuned to it.

Pokémon Inspired Weapons & Items


200
410 - Maceclier
Weapon (Mace) – Rare (1400 gp)
This yellow +1 mace has a broad black head with several
horizontal silver bars it.
While wielding this mace you have +1 AC.
While attuned to this mace, you are resistant to thunder
damage, have advantage on rolls against sound-based spells
and effects (such as singing), and once between long rests,
when you are reduced to 0 hit points but not killed outright,
you can drop to 1 hit point instead.

411 - Blastiodon
Weapon (Handcannon) – Very Rare (25,000 gp, requires
attunement)
This dark grey +2 handcannon has a thick plating on the
front, yellow flair along the handle, and a large silver spike on
front and another on top over the handle.
The spikes on the front and top of this handcannon can be
used to make dagger attacks without proficiency.
While wielding this handcannon, you have +1 AC.
While attuned to this handcannon, you are immune to
thunder damage, have advantage on rolls against sound-
based spells and effects (such as singing), and once between
long rests, when you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead.
Handcannons
Handcannons are Martial Ranged Weapons that are
miniature cannons that can be operated by hand. Anyone
proficient with Firearms or Siege Equipment is proficient
with Handcannons. Handcannons fire 3-inch diameter cast
iron balls using gunpowder. The gunpowder and ball can be
loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look
like a small cannon, and often have a sturdy leather strap to
help carry and hold the hand cannon. They cost 250 gp,
weight 25 lbs., and have the heavy, two-handed, ammunition,
and reload (1 shot) properties. When firing a handcannon,
you must resist recoil with a DC 10 Strength save or be
knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of
gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg
(MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball,
which have 3-inch diameters, weight 4 lbs, and cost 10 gp
each, you can make a ranged attack at 300/1200 ft to hit one
target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the
range to 150/600 and does 3d8 bludgeoning. Using
gravel/pebbles, the range is 30/120 and does 2d6 piercing
damage.

Pokémon Inspired Weapons & Items


201
412 - Burmino
Weapon (Shortsword, Handaxe, Mace) – Uncommon (142 gp,
requires attunement)
This weapon can change form, depending on the location
where you take a long rest once attuned to it. If you become
unattuned, it will remain in that form.
In sandy or rocky terrain, like caves or deserts, it becomes
a grey shortsword, with a light brown blade made of sand and
rocks that wraps around a hoop in the guard, with a rock as
the pommel.
In urban terrain, like an inn or a dungeon, it becomes a
grey handaxe has a pink metal blade that wraps around a
hoop in the guard, with a fluff of metal as the pommel.
In natural terrain, like a forest, field, or at sea, it becomes a
grey mace has a hoop head covered is spouts and leaves,
including a leafy collar, with a small sprout as the pommel.
While attuned to this weapon, and as a reaction you can
attempt to remove any status condition you have not being
physically induced (ie grappled, restrained). Roll 1d6, and on a
5 or 6, you're cured of the condition as your skin seems to
shed a thin layer of magical energy that dissipates into the air.
Evolving: If a Burmino remains in one location for a year, it
will become a Gamino if that location was up in the sky,
otherwise it will become a Wormino, with the variant
depending on the Burmino's form: Shortsword into
Greatsword; Handaxe into Glaive; and Mace into Staff.

413 - Wormino
Weapon (Greatsword, Glaive, Staff) – Rare (1340 gp, requires
attunement)
This weapon comes in three variants.
A light brown +1 greatsword with a guard made of rocks,
and a line of orange rocks along the center of the blade.
A hot pink +1 glaive with pink metal fuzz around where the
blade meets the shaft and a long pink cloth hanging off it.
A staff with a cloak of grass, flowers and leaves around its
top, with two long leaves hanging off each side. While
attuned to the staff, you gain a +1 bonus to spell attack and
damage rolls.
While attuned to this weapon: you are immune to damage
and effects caused by weather, powders and spores, whether
natural or magical; and as a reaction you can attempt to
remove any status condition not being physically induced (ie
grappled, restrained). Roll 1d6, and on a 5 or 6, you're cured
of the condition as your skin seems to shed a thin layer of
magical energy that dissipates into the air.

414 - Gamino
Weapon (Longbow) – Rare (1440 gp, requires attunement)
This light orange +1 longbow has orange oval flair at its
tips and on both sides of its handle, which has a pointed end
that can be used to perform dagger attacks.
While attuned to this bow: you have advantage on rolls to
find objects and places; attacks with this bow (including
those using magic arrows) ignore any resistances the target
has, and if they are immune to the damage they are treated as
resistant instead; and if you fall below 50% of your hitpoints,
attacks with this bow do an additional 1d6 piercing damage.

Pokémon Inspired Weapons & Items


202
415 - Combang
Weapon (Pistol) – Uncommon (415 gp, requires attunement)
This yellow pistol has a hexagonal body with a black
handle, yellow trigger and yellow grip. A red rhombus sits
above the trigger where the back of the gun becomes a yellow
and black striped cone. A semi-translucent blade with insect
wing patterns is mounted below the gun's body, which can be
used to make dagger attacks with disadvantage.
See DMG 267 for specifics about pistols. Pistols are
considered Martial Ranged Weapons, and this pistol has the
loading property, holding 1 shot using standard gunpowder
and bullet ammunition, weighting 3 lbs when empty. It is shot
similarly to a crossbow, but requires its own proficiency, and
uses Constitution as its attack modifier, but doesn't use a
damage modifier.
The pistol holds 1 shot at a time before needing to be
reloaded. Reloading takes an action, provided you have ammo
easily available. The shot can be used to make an attack
against a target at a range of 30/90 when it fires a normal
bullet. On a successful hit, they take 1d10 piercing damage.
While attuned to this pistol, you have and you have
advantage on Perception and Survival rolls to find flowers,
honey, berries, and other sweet things, and if you did not
already have disadvantage, you can choose to take
disadvantage on the attack roll for an addition 1d10 piercing
damage to your shot.
Cursed This pistol is cursed. While cursed, you are very
suggestible to the words of nobles and royals, and will never
defy an order given by someone you perceive to be a Queen,
even at the risk of your life. You will also give your life to
protect anyone you perceive to be a Queen. You have
disadvantage on all rolls to prevent being Deceived,
Persuaded or Charmed by a noble or royal, and automatically
fail when you believe them to be a Queen.
Evolving: If this pistol remains in the possession of a
Queen or Princess for a year, it becomes an Apireifle.

416 - Apireifle
Weapon (Automatic Rifle) – Very Rare (46,100 gp, requires attunement)
This yellow +1 automatic rifle has a honeycomb of black stripped barrels nested around two long thin blades held together with
a red and orange hexagonal crest. The back of the rifle had long black stock, with the pommel resembling a beehive. Translucent
light cloth floats like insect wings from a handle on top. Soft buzzing can be heard from inside the rifle.
While attuned to this rifle: people automatically assume you are royalty, requiring a DC 25 Insight roll to determine the truth,
and treat you accordingly; you have advantage on Charisma rolls with anyone who isn't a noble or royal; 3 times a day, refreshing
at dawn, you can summon a swarm of bees as a bonus action from the rifle to fly closely around you protectively for 1 minute, until
dismissed or you take fire damage, making all attacks on you have disadvantage and anyone that enters your space, is restrained
or grappled with you (regardless of who is holding who) take 1d6 piercing damage each round from the bees. You are also healed
1d4 hitpoints per round the bees are active thanks to them applying healing wax to you, which flakes off after its healed you.
Any enemy within 30 feet of you that attempts to cast a spell, use charges from a magic item, use Ki points, use Sorcery points,
or any other similar multi-point system to cause an effect must use a 1 level higher spell slot or one more point/charge in order to
cause the effect. This does not apply to abilities like Rage, Bardic Inspiration, Channel Divinity, Wildshape, and Divine Smite.
See DMG 267 for specifics about rifles. Rifles are considered Martial Ranged Weapons, and this rifle has the two-handed, burst
fire and loading properties, holding 30 bullets, weighting 8 lbs when empty. It is shot similarly to a crossbow, but requires its own
proficiency, and uses Constitution as its attack modifier, but doesn't use a damage modifier beyond the +1.
The rifle holds 30 bullets at a time before needing to be reloaded. Reloading takes an action, provided you have ammunition on
hand. One shot can be used to make an attack against a target at a range of 80/240, or you can do a burst fire. On a successful hit,
they take 2d8 piercing damage.
Attacks with this rifle gain an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to
critical hits on 19 to 20. The blades can be used to perform a spear attack with disadvantage.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area
within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's
normal damage. This action uses 10 pieces of ammunition.
Pokémon Inspired Weapons & Items
203
417 - Pachiristar
Weapon (Morningstar) – Uncommon (165 gp, requires
attunement)
This electric blue morningstar has a spiral head with blue
spikes on the outside edge, a white inside edge, and a small
yellow orb in the center. A tall spike sits on top of the head.
Attacks with this morningstar do +1 lighting damage.
While attuned to this morningstar: you have +1 on rolls to
prevent being grapples or restrained; you have +1 on
Investigation and Sleight of Hand rolls; you are immune to
lighting damage; and if you are hit by lighting damage you
gain advantage on your next attack.

418 - Bamelinun
Weapon (Nunchaku) – Uncommon (184 gp, requires
attunement)
This orange nunchaku has yellow rings just below the
chain connection, and cream-colored ends with blue fin-like
flair at the tips.
While attuned to this nunchaku: you gain 10 feet of swim
speed; you gain 10 feet of movement in rain; and you are
resistant to fire damage.
This nunchaku does not suffer any of the disadvantages of
being used underwater.
While in water, you can speak a command word to cause
the nunchaku to inflate with air, allowing you to comfortably
float at the surface. If you are underwater, you will float to the
surface at 45 feet per round. Repeating the command word
will cause them to deflate.
Nunchakus
Nunchaku are Simple Melee Weapons, functioning as a cross
between a Club and a Flail, and anyone proficient with those
weapons has proficiency with a Nunchaku. A common
nunchaku is two handles of wood with a short chain holding
them together at one end. They cost 1 gp, do 1d6
bludgeoning, weight 1 lb., and have the finesse and light
properties.

419 - Bojepick
Weapon (War Pick) – Rare (1490 gp, requires attunement)
This orange +1 war pick has blue double-sided picks, a
yellow rubbery tube twisted around the bottom half of the
shaft attaching to the cross guard, and a blue fin-like pommel.
While attuned to this war pick: you gain 15 feet of swim
speed; you gain 15 feet of movement in rain; and you are
resistant to fire damage.
This war pike does not suffer any of the disadvantages of
being used underwater.
While in water, you can speak a command word to cause
the rubbery tube to inflate with air, allowing you and another
creature of equal or smaller size to comfortably float at the
surface. If you are underwater, you will float to the surface at
60 feet per round. Repeating the command word will cause
them to deflate.

Pokémon Inspired Weapons & Items


204
420 - Cheriberri
Wand () – Uncommon (240 gp, requires attunement)
This green wand of woven plants has a large pink berry at
its center, and a smaller pink berry sprouting off a side shoot.
Two large leaves fan out on top.
While attuned to this wand, you gain 10 feet of movement
in sunshine, and you can cast the Goodberry spell two times
a day, refreshing at dawn.

421 - Cherifan
Wondrous (Fan) – Rare (1420 gp, requires attunement)
This fan comes in 2 forms.
The first form is a dark purple hauchiwa fan with leaf-like
leaves, a pink rhombus holding them together with a green
trim, and a pink teardrop shaped tassel on the end of the
handle.
When in sunshine, the fan turns into its second form, a
yellow folding fan with pink cherry blossom petals decorating
it, and pink guards shaped to resemble the petals.
While attuned to this fan, when in sunlight, you and all of
your allies within 30 feet of you have advantage on attack
rolls.

Pokémon Inspired Weapons & Items


205
422 - Shellono
Weapon (Handaxe) – Uncommon (440 gp, requires
attunement)
This handaxe comes in two varieties. One is white with a
pink blade, while the other is green with a blue blade. Both
have yellow edges and trim, as well as a thin yellow wrap
around the handle. The top of the blades have spikes, three
on the pink axe and two with white tips on the blue.
This axe does not suffer any of the disadvantages of being
used underwater.
While attuned to this axe: you can breathe underwater;
Sleight of Hand rolls on you have disadvantage; this sword
does an addition 1d4 slashing damage when in a sandstorm;
and resistance to damage caused by water like crashing
waves, either natural or magical.

423 - Gastrodachi
Weapon (Longsword) – Rare (2340 gp, requires attunement)
This +1 longsword comes in two varieties. One is pink with
a brown back to the blade, while the other is blue with a
green back to the blade. Both blades have a yellow edge,
guard and pommel, a hole in the top back of the blade with
spikes behind it.
This sword does not suffer any of the disadvantages of
being used underwater.
While attuned to this sword: you can breath underwater;
Sleight of Hand rolls on you have disadvantage; resistance to
the effects of sandstorms; this sword does an addition 1d6
slashing damage when in a sandstorm; immunity to damage
caused by water like crashing waves, either natural or
magical; and if you are in the range of an attack that uses
water to target a single creature, you automatically become
the target.

424 - Amsaipom
Weapon (Dual Daggers) – Very Rare (24,200 gp, requires
attunement)
These purple +2 dual daggers have cream blades with pink
tips, with the guards being small upward curved blades as
well. A three-foot chain connects the two by their pommels,
while the handles are wrapped in purple cloth.
These daggers can be both wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
without the required disadvantage on the second attack.
Attacks with these daggers do an addition 1d4 piercing
damage.
While attuned to these daggers: you gain a climbing speed
of 40 feet; and have advantage on Sleight of Hand rolls.

Pokémon Inspired Weapons & Items


206
425 - Driflute
Wondrous (Instrument, Flute) – Rare (2450 gp, requires
attunement)
This purple flute has a bulb two-thirds of the way down it,
with a blocky yellow X on it and two tassels with a small,
yellow, upside down heart on the end of each. The flute
occasionally emits wisps of cloudy smoke when played.
While attuned to this flute: you have advantage on
Persuasion and Charm rolls with children and people with
childish personalities; if an attack from an enemy within 5
feet of you drops you to 0 hitpoints, they take 1/4 of their
hitpoint max in Necrotic damage; if you aren't wearing
Medium or Heavy armor you gain 10 feet of movement speed;
and if you take fire damage, you have advantage on your next
attack.
This flute has 6 charges that refresh at midnight, and you
can use 1 charge to cast Feather Fall or Tenser's Floating
Disk, 2 charges to cast Levitate or Misty Step, or 3 charges to
cast Speak with Dead. You can cast Speak with Dead without
expending charges if the subject is a child.

426 - Drifbunoich
Staff () – Very Rare (14,260 gp, requires attunement)
This purple staff has a large bowl on top, with eight spines
on its edge coming up into points past the bowl's lip, while
the bottom parts come to the shaft before curling inwards,
with four of the curls having a long purple ribbon with jagged
yellow hanging from them. A cloud floats above the bowl, as if
held in an invisible sphere that's part of the bowl.
While attuned to this staff: you gain a +2 bonus to spell
attack and damage rolls and +2 to your save DC; you have
advantage on Persuasion and Charm rolls with children and
people with childish personalities; if an attack from an enemy
within 5 feet of you drops you to 0 hitpoints, they take 1/4 of
their hitpoint max in Necrotic damage; if you aren't wearing
Medium or Heavy armor you gain 15 feet of movement speed;
and if you take fire damage, you have advantage on your next
attack.
This staff has 6 charges that refresh at midnight, and you
can use 1 charge to cast Feather Fall or Tenser's Floating
Disk, 2 charges to cast Levitate or Misty Step, or 3 charges to
cast Speak with Dead. You can cast Speak with Dead without
expending charges if the subject is a child.

Pokémon Inspired Weapons & Items


207
427 - Lavoreille
Wondrous (Gloves) – Rare (2470 gp, requires attunement)
This brown fingerless glove has fluffy trim around the wrist
below a brown ribbon with two bunny ear like ends hanging
off, and a fluff of fur on the back of the palm.
The gloves give +1 to unarmed strike attack and damage
rolls.
While attuned to this glove: you can add 10 feet to your
long jumps and 5 feet to your high jumps (PHB 182); you
have advantage on rolls to prevent being grapples or
restrained; and are immune to Paralysis.
Cursed. This glove is cursed. While cursed, you are a bit of
a Klutz, having difficulty holding on to and using hand held
tools and objects, and you automatically fail Sleight of Hand
rolls.

428 - Shimilop
Wondrous (Shinguards) – Very Rare (12,480 gp, requires
attunement)
These brown shinguards have fluffy trim around the top,
dark brown covers over the ankles with wing like flairs on
each side and small spikes up the middle.
These shinguards give +1 AC, and do an addition 1d6
piercing damage to unarmed strike hits done with kicks.
While attuned to these shinguards: you have +1 to
unarmed strike attack and damage rolls; you can add 15 feet
to your long jumps and 10 feet to your high jumps (PHB
182); you have advantage on rolls to prevent being grapples
or restrained; and are immune to Paralysis. Creatures hit by
an attack with these shinguards must succeed a DC 14
Wisdom save or be Charmed by you for 1 minute, with the
creature able to attempt the save again at the end of their
turn.
Cursed. These shinguards are cursed. While cursed, you
are a bit of a Klutz, having difficulty holding on to and using
hand held tools and objects, and you automatically fail
Sleight of Hand rolls.

Pokémon Inspired Weapons & Items


208
429 - Mismagickle
Weapon (Sickle) – Very Rare (12,940 gp, requires
attunement)
This purple +3 sickle has a lavender blade edge and
handle. A purple bell guard covers the handle with three red
gems embedded in it. Two purple ribbons with lavender tips
hang from the top of the spike pommel. When the blade is
stuck, the sound it emits is unsettling to those with weak
nerves, although some have said they find is soothing.
While attuned to this sickle: any critical hit against you
becomes a normal hit; and you can cast the Vicious Mockery
cantrip if you couldn't before, using your Charisma for the
spell DC save.
The sickle has 6 charges, which refresh at midnight. You
can expend 1 charge to cast Alarm, 1 or more charges to cast
Sleep, 2 charges each for Gentle Repose, Magic Mouth or
Silence, or 5 charges for Contact Other Plane. If you could
not cast them before, you may now also cast these spells as
rituals using the Mismagickle as the spell focus.

430 - Honchkatana
Weapon (Longsword) – Very Rare (14,300 gp, requires
attunement)
This +2 black katana longsword has a feather covered
cross guard with gold trim and a gold pommel, while the
handle is wrapped in white cloth. The sword has a matching
sheath, with a red ribbon tied in a loop to the top of it, its two
ends hanging loose, one black and one white.
While attuned to this longsword: you are always under the
effect of the Speak with Animals spell, but only with birds and
other avian creatures; you cannot be magically put to sleep;
and whenever you drop an enemy to 0 hitpoints, you have
advantage on your next attack.
Attacks with this longsword have an improved critical of 1,
where your range on critical hits increases by 1, ie from
critical hits on 20 to critical hits on 19 to 20.
Once per day, refreshing at midnight, you can use this
sword to cast the Conjure Animals spell to summon 8
Ravens (MM 335).

Pokémon Inspired Weapons & Items


209
F13 - Glaive of the Fairy Boss
Weapon (Glaive) – Very Rare (30,650 gp, requires attunement)
This white +2 glaive has gold languets attaching the blade to Attacks with this glaive have an improved critical of 1, where
the shaft, with black, white and red feather flair below the your range on critical hits increases by 1, ie from critical hits
blade on one side, and pink and white flair on the other. on 20 to critical hits on 19 to 20, do an additional 3d6 radiant
Below that is a white and pink ribbon with long ends that damage, and when a creature is hit they must make a DC 18
have pink and blue tips. The end of the shaft also has a pink Wisdom save or be charmed until the end of their next turn
and blue end with a black, white and red feather pommel. The glaive has 9 charges that refresh at midnight, and can
While attuned to this glaive: you are always under the effect be used to cast the following spells:
of the Speak with Animals spell; you cannot be magically put
to sleep; whenever you drop an enemy to 0 hitpoints, you Faerie Fire (1 charge)
have advantage on your next attack; you are immune to non- Guiding Bolt (1 or more charges)
magical damage from dragons; have advantage on attacks Moonbeam (2 or more charges)
against dragons; and gain the Word of Radiance cantrip Conjure Animals (3 or more charges)
Conjure Woodland Beings (4 or more charges)
Wall of Light (5 or more charges)
Conjure Fey (6 or more charges)

Pokémon Inspired Weapons & Items


210
431 - Glameowhip
Weapon (Whip) – Uncommon (125 gp, requires attunement)
This grey whip has a white fluffy tip and a curved guard
with pink inside edge and white tip.
While attuned to this whip: you have advantage on rolls to
prevent being paralysed or stunned; and you cannot have
disadvantage on attack rolls from non-magical means (such
as the dodge action).

432 - Chaffraxe
Weapon (Greataxe) – Rare (2340 gp, requires attunement)
This dark grey +1 greataxe has purple blade edges, a spike
top and pink trim on the handle.
While attuned to this axe: you are resistant to fire and cold
damage; you have advantage on Intimidation roll; you cannot
be stunned; and if you are given disadvantage on any rolls by
a hostile creature (including attack rolls), you have advantage
on attack rolls until the end of the effect.

433 - Lisyand
Wand () – Rare (3340 gp, requires attunement)
This gold wand has a small bell on top, with a red and
white striped ribbon tied in a large bow below that.
While attuned to this wand: you gain a +1 bonus to spell
attack and damage rolls; are not affected by difficult terrain;
and have disadvantage on stealth checks from the sounds of
the bell.
The wand has 4 charges that refresh at midnight, which
can be used to cast the following spells:
Sanctuary (1 charge)
Thunderwave (1 or more charges)
Lesser Restoration (2 charges)
Warding Wind (2 charges)
Deafness (2 or more charges)
Evolving: If this wand remains on the Astral Plane for a
decade, it will become a 358 - Chiméoko (PIWI 165).

Pokémon Inspired Weapons & Items


211
434 - Stunklub
Weapon (Club) – Uncommon (425 gp, requires attunement)
This purple club has a fur lined edge to its flat head, a
white handle, and white clothe wrapped haphazardly around
the bottom half of the club.
The club smells quite putrid and foul. Any creatures with a
sense of smell that starts their turn within 10 feet of the club
must succeed on a DC 11 Constitution saving throw or be
poisoned until the start of their next turn. On a successful
saving throw, the creature is immune to the club's stench for
24 hours.
While attuned to this club: you gain the Poison Spray
cantrip (DC 11); you have advantage to prevent the poisoned
condition; and you cannot have disadvantage on attack rolls
from non-magical means (such as the dodge action).
Evolving: If this club remains on the Outer Plane of
Gehenna for a year, it will become a Sklubtank.

435 - Sklubtank
Weapon (Greatclub) – Rare (1435 gp, requires attunement)
This white +1 club has a head made of a stuffed skunk’s
tail and purple cloth wrapped around its knotted and twisted
wooden handle.
The club smells quite putrid and foul. Any creatures with a
sense of smell that starts their turn within 10 feet of the club
must succeed on a DC 14 Constitution saving throw or be
poisoned until the start of their next turn. On a successful
saving throw, the creature is immune to the club's stench for
24 hours.
While attuned to this club: you gain the Poison Spray
cantrip (DC 14); you are immune to the poisoned condition;
you cannot have disadvantage on attack rolls from non-
magical means (such as the dodge action); and if an attack
from an enemy within 5 feet of you drops you to 0 hitpoints,
they take 1/4 of their hitpoint max in Poison damage; if you
aren't wearing Medium or Heavy armor you gain 10 feet of
movement speed.

Pokémon Inspired Weapons & Items


212
436 - Bronzorror
Staff () – Uncommon (445 gp, requires attunement)
This cyan metal staff has broad blades at the ends with
orbs floating right in the middle of the edges. A handle in the
center has crossguards at both ends, as well as four orbs
floating around the handle. Simple patterns that resemble
herbs go up the centers of the staff.
Attacks with this staff do slashing damage instead of
bludgeoning damage, and if you are holding it two handed
you can do a second attack with the staff as a bonus action,
per Two-Weapon Fighting on PHB 195.
While attuned to this staff: you are immune to difficult
terrain; are resistant to fire damage; and you can speak a
command word to double the weight of you and your
equipment. You still treat your equipment as its normal
weight for carrying capacity, but outside factors (such as
mounts or architecture) are affected.
If the spell Heat Metal is cast on this staff, the damage
done is reduced by half.
Evolving: If this staff remains on the Astral Plane for a
year, it will become a Bronzongong.

437 - Bronzongong
Weapon (Handcannon) – Rare (3740 gp, requires
attunement)
This cyan +1 metal handcannon has a large barrel like a
bell, with two thick belts of metal wrapped around it and a red
gem embedded on either side. The cannon is covered is odd
rounded rectangular patterns, some of which are of a darker
color.
While attuned to this cannon: you are immune to difficult
terrain; are resistant to fire damage; if the spell Heat Metal is
cast on any of your equipment, including this cannon, the
damage done is reduced by half; and you can speak a
command word to double the weight of you and your
equipment. You still treat your equipment as its normal
weight for carrying capacity, but outside factors (such as
mounts or architecture) are affected.
This handcannon does not use gunpowder, instead firing
the cannonball with magical psychic energy.
Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range is 30/120 and does 2d6 piercing damage.

Pokémon Inspired Weapons & Items


213
438 - Maczaï
Weapon (Mace) – Rare (1780 gp, requires attunement)
This brown +1 mace is made of rock carved to resemble
wood. Three green stone orbs make up the mace head,
wrapped with spiraling brown rock ending in small points.
The bottom of the head resembles a flowerpot.
Attacks with this mace do an additional 1d6 bludgeoning
damage. While attune to this mace, you have advantage to
hide in foliage, and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead.
Cursed. This mace is cursed. While attuned to this, if you
are out in rain or submerged in water, you must roll a DC 14
Wisdom save or become frightened of rain and water you can
be submerged in for 1 hour, and will do whatever you can to
get out of it and as far away as possible. If you pass the save,
you are immune to the effect for an hour.

439 - Jr. Marotte


Weapon (Shortbow) – Uncommon (349 gp, requires
attunement)
This bow of swirling black and pink has a red handle and a
red orb above the handle. The top of the bow has a white
pompom on it.
While attuned to the bow, you gain advantage on all sound-
based saves, and resistance to thunder damage.
The bow also has 3 charges that refreshes at noon, which
can be use to cast the following spells: Silent Image (1
charge, DC 16); Silence (2 charges).
Curse. This bow is cursed. If you expend all of the rod's
charges, you are rendered magically Mute indefinitely,
loosing the ability to make any sound through vocalization.
The muteness can be removed with Remove Curse or
Greater Restoration, but if you expend all the charges again,
you will be affected again.

440 - Happinstaff
Staff () – Uncommon (440 gp, requires attunement)
This pink staff has an oval stone on top with a pink swirl
curling above it and a long fluffy pink ribbon hanging from it.
If the oval stone is touched to an uncooked egg, that egg
with become a freshly cooked soft-boiled egg.
The staff has 3 charges that refresh at dawn, which you can
expend to cast Cure Wounds (1 or more charges), with each
additional charge used upcasting the spell by a level, or you
can expend 2 charges as a luck point (PHB 167) at any time.
With a luck point, when you make an attack roll, an ability
check, or a saving throw, the luck point lets you roll an
additional d20. you can choose to use a luck point after you
roll the die, but before the outcome is determined. You
choose which of the d20s is used for the attack roll, ability
check, or saving throw.
You can also use a luck point when an attack roll is made
against you. Roll a d20, and then choose whether the attack
uses the attacker's roll or yours. If more than one creature
spends a luck point to influence the outcome of a roll, the
points cancel each other out and no additional dice are rolled.
Evolving: If this staff remains on the Outer Plane of Mount
Celestia for a year, it will become a 113 - Chanstaff.

Pokémon Inspired Weapons & Items


214
441 - Chartop
Wondrous (Instrument, Harp) – Rare (4140 gp, requires
attunement)
This black harp has a white down trim on one side with a
plume of large blue and yellow feathers. A green bracing
handle comes off the bottom.
While attuned to the harp: you gain a +1 bonus to spell
attack and damage rolls; you cannot have disadvantage on
attack rolls from non-magical means (such as the dodge
action); attacks on you cannot have advantage from non-
magical means (such as being restrained by rope); you have
advantage on Performance rolls of songs you have heard
others perform; and you can mimic sounds you have heard,
including voices. A creature that hears the sounds you make
can tell they are imitations with a successful Wisdom
(Insight) check opposed by your Charisma (Deception) check.

442 - Mikamaruge
Weapon (Sickle) – Very Rare (24,400 gp, requires
attunement)
This +2 sickle consists of a stone handle with a curved
guard, and a stone on top with a crack down its center and
two dots on either side, resembling a face. Speaking a
command word, a green blade with purple edges springs
from the crack in the rock, connecting the two with a string of
green orbs in ghostly purple smoke.
Attacks with this sickle bypass any magical buffs to AC
(such as from Mage Armor or Shield) the target has, instead
using the target's normal AC, and does 1d8 Necrotic damage
instead of 1d4 Slashing damage.
While attuned to this sickle: you gain the Toll the Dead
cantrip; and you are resistant to all damage except damage
done by fey and those with fey ancestry.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


215
443 - Gaublet
Wondrous (Gauntlets) – Rare (3440 gp, requires attunement)
These dark blue gauntlets have red undersides. One
gauntlet has two thin ovals with a blue strip around their
middle on either side of the wrist, while the other has a large
fin-like cover that goes over the back of the palm.
While wearing these gauntlets, you gain +1 AC.
While attuned to these gauntlets: you gain a burrowing
speed of 15 feet; you are resistant to the effects of
sandstorms; enemies always have disadvantage on attack
rolls targeting you in a sandstorm; anytime another creature
comes in contact with you, such as by grappling you, they
take 1d4 slashing damage; and you are immune to lighting
damage, but vulnerable to cold damage.

444 - Knaxesel
Weapon (Dual Handaxes) – Very Rare (24,440 gp, requires
attunement)
These dark blue +2 handaxes have light blue blade edges
and handles. Each has a red frame attaching the blade to the
handles, with a long tooth coming down from it acting as a
handle guard, and a thin oval with a blue strip around the
middle on the back.
While attuned to these handaxes: you gain 10 feet of
movement and a burrowing speed of 20 feet; you have
advantage on Investigation and Perception rolls to find shiny
objects; you are resistant to the effects of sandstorms;
enemies always have disadvantage on attack rolls targeting
you in a sandstorm; anytime another creature comes in
contact with you, such as by grappling you, they take 1d8
slashing damage; you are immune to lighting damage, but
vulnerable to cold damage; and once per day, refreshing at
dawn, you can cast Lesser Restoration.
Evolving: If these axes remain on the Elemental Plane of
Earth for a century, they will fuse and turn into a Gaxechomp.

Pokémon Inspired Weapons & Items


216
445 - Caxeacrok
Weapon (Greataxe) – Legendary (54,400 gp, requires attunement)
This dark blue +3 greataxe has a set of curved blades, a You can speak a command word and the axe blades will spin
yellow tipped spike on top, a blue ribbon hanging from the around, doing an additional 1d12 slashing damage to attacks.
red handle and a blue spiked pommel. This axe has 7 charges that refresh at dawn, which you can
While attuned to this greataxe: you gain 15 feet of use to cast Lesser Restoration (2 charges), Greater
movement and a burrowing speed of 30 feet; you gain Restoration (5 charges), or Earth Tremor (1 or more charges).
tremorsense at a range of 60 feet; you have advantage on
Investigation and Perception rolls to find shiny objects; you
are resistant to the effects of sandstorms; enemies always
have disadvantage on attack rolls targeting you in a
sandstorm; anytime another creature comes in contact with
you, such as by grappling you, they take 1d8 slashing
damage; and you are immune to lighting damage, but
vulnerable to cold damage.

Pokémon Inspired Weapons & Items


217
446 - Machlax
Weapon (Mace) – Rare (1400 gp, requires attunement)
This teal-black +1 mace resembles some sort of bear like
creature, with a cream-colored face, pointed ears and black
fur around the bottom of the head. The club is heavy, feeling
like it is filled with lead pellets.
Attacks with this mace do an extra 1d6 bludgeoning
damage.
While attuned to this mace: you are resistance to fire and
cold damage; immune to any negative effects of poisoned
food or drink you consume; and gain double the benefit of
magical food or drink you consume, such as health potions or
spells like Heroes' Feast.
Cursed. This mace is cursed. While attuned to the mace,
you will always feel hungry and be compelled to eat any food
you come across. Whenever you come across any food that is
edible you must make a DC 12 Wisdom or go into an eating
frenzy until you can no longer find any food. You can attempt
the save again after 1 minute.
Evolving: If this mace remains in The Beastlands for a
decade, it will evolve into 143 - Snorwack (PIWI 063).

447 - Varjolu
Weapon (Dual Clubs) – Rare (1735 gp, requires attunement)
These black +1 vajra stick clubs have oval ends with blue
jagged bottoms, short blue ribbons tied underneath, and a
small black pearl tied to each ribbon.
While attuned to these clubs: you gain 3 ki points, which
you can use to perform a Flurry of Blows, Patient Defense or
Step of the Wind (PHB 078) if you do not have any other Ki
abilities; you have advantage on Constitution rolls; you are
able to sense aura and gain blindsense with a range of 30
feet; if you are immune to being stunned, and if you would
have been stunned you instead gain 10 feet of movement for
1 minute; and if you perform an attack that would cause a
status condition, the save to prevent it is increased by one.
Evolving: If these clubs remains on Acheron for a decade,
they will fuse and become a Mamelukario.

448 - Mamelukario
Weapon (Longsword) – Very Rare (14,840 gp, requires
attunement to a Lawful Good person)
This blue +2 longsword has a black edge, a cream-colored
handle, a furry blue pommel with a long blue ribbon tied to it
with a black tip. The blade has a hole cut out of it near the
base, in which floats a glowing blue orb of aura energy.
This longsword counts as a Monk weapon, giving them
proficiency with it once attunded to it.
While attuned to this sword: you gain 6 ki points, which
you can use to perform a Flurry of Blows, Patient Defense or
Step of the Wind (PHB 078) if you do not have any other Ki
abilities; you have advantage on Constitution rolls; you are
able to sense aura and gain blindsense with a range of 120
feet; if you are hit by an attack that uses shadows or does
necrotic damage, you gain advantage on your next attack; if
you are immune to being stunned, and if you would have been
stunned you instead gain 10 feet of movement for 1 minute;
and if you perform an attack that would cause a status
condition, the save to prevent it is increased by one.

Pokémon Inspired Weapons & Items


218
449 - Hornpopotas
Wondrous (Instrument, Horn) – Uncommon (449 gp)
This light brown horn with dark brown trim splits into two
bell ends, with patches of brown and dark brown all over the
horn. It has a sandy texture.
This horn can be blown for a continuous 10 minutes,
casting the Control Weather spell and turning the weather
hot, calm, and sunny.
If this horn is brought into a desert, an area suffering from
sever drought, or an otherwise large sandy area, blowing it
will instead cause a sandstorm to arise, lasting 1d4+1 days
before dissipating. You have no control over the sandstorm.
Evolving: If this horn remains on the Elemental Plane of
Earth for a year, it will become a Kablamdon.

450 - Kablamdon
Weapon (Greatclub) – Rare (4500 gp)
This dark grey +1 greatclub has a cylindrical head with
multiple holes with thick raised edges in it, from which sand
occasionally falls out of, with four large molars embedded in
the base of the head, above a sandy brown handle.
The weather around this club is always being pushed
towards hot, calm, and sunny, as if it has a constant Control
Weather spell in effect. If the club is kept in one place, like a
city or dungeon, this weather will last for 1d4+4 days before
dissipating. If the club is moved more than 5 miles that where
it was at dawn or someone casts Control Weather within 1
mile of the club, then the effect reactivates.
If this club is brought into a desert, an area suffering from
sever drought, or an otherwise sandy area, the club's weather
effect will cause a sandstorm to arise, lasting 1d4+4 days
before dissipating, with the timer resetting anytime the club
is used in combat, regardless of if a sandstorm is active or
not.
This club does an addition 1d8 bludgeoning damage when
in a sandstorm.

Pokémon Inspired Weapons & Items


219
451 - Skilorupi
Weapon (Dagger) – Uncommon (145 gp)
This purple dagger is made from an insect's stinger, with a
curved guard over the handle, and a thread of carapace
pieces that goes from the top to the bottom of the handle. The
pommel has a pair of pincers on it.
Attacks with this dagger do an additional 1d4 poison
damage, and the target must make a DC 11 Constitution save
or be poisoned until the end of their next turn. If you have a
critical hit with this dagger, it instead does an additional 3d4
poison damage and the target must make a DC 14
Constitution save or be poisoned for one minute.

452 - Draxepion
Weapon (Greataxe) – Rare (2450 gp, requires attunement)
This purple +1 greataxe has a head made of insect
carapaces, each side splitting into two sections with a white
pincer coming off each, sharpened into an axe blade. The
pommel has a pair of pincers on it.
While attuned to this axe: you gain a burrowing speed of 10
feet; critical hits on you become normal hits; and you cannot
have disadvantage on attack rolls from non-magical means
(such as the dodge action).
Attacks with this axe do an additional 1d6 poison damage,
and the target must make a DC 14 Constitution save or be
poisoned until the end of their next turn. If you have a critical
hit with this axe, it instead does an additional 3d6 poison
damage and the target must make a DC 17 Constitution save
or be poisoned for one minute.

Pokémon Inspired Weapons & Items


220
453 - Clagunk
Wondrous (Gloves) – Uncommon (345 gp)
These blue gloves have black trim, and a black swirl that
comes up from the wrist and around a red gem embedded in
the back of the palm. The wrists have white bandages coming
off them, and the knuckles have three claws coming off them,
with the side two being black, and the center one is red.
The gloves do an addition 1d4 piercing damage and 1d4
poison damage to unarmed strike attacks, and the target
must make a DC 13 Constitution save or be poisoned until
the end of their next turn.

454 - Toxiphoak
Weapon (Rapier) – Rare (1850 gp, requires attunement)
This red +1 rapier has a blue guard with a red gem
embedded in it. The handle is wrapped in white bandages.
While attuned to this rapier: you have disadvantage on
saves against heatstroke and dehydration; and you regain 1
hitpoint for every minute you are underwater or out in rain
when not wearing rain gear. This effect only applies if the
water is clean.
Attacks with this rapier do an addition 1d6 piercing
damage and 1d8 poison damage, and the target must make a
DC 17 Constitution save or be poisoned until the end of their
next turn.

455 - Venuspatha
Weapon (Longsword) – Uncommon (545 gp, requires
attunement)
This green longsword has patches of dark green on the
blade, a long leaf hanging from the yellow cross guard, with a
curved guard over the handle. The blade can open up into a
maw with small teeth.
While attuned to this sword you are unaffected by non-
magical difficult terrain.
You can make a Maw attack with the sword in place of a
normal attack once a round. The maw attack does 1d8
piercing damage, and the target is grappled between the two
blades if they are small or larger. The maw attack can be
done again on any creature grappled this way, automatically
succeeding. Those grappled in this way can escape with a DC
11 Strength check.

Pokémon Inspired Weapons & Items


221
456 - Finnageon
Weapon (Rope Dart) – Uncommon (465 gp, requires
attunement)
This light blue rope dart has a navy-blue center with pink
teardrops, and an oval end with a pink center.
While attuned to this dart: you can breathe underwater;
gain 10 feet of swim speed; and you are resistance to damage
caused by water like crashing waves, either natural or
magical.
This rope dart does not suffer any of the disadvantages of
being used underwater.

457 - Javéolant
Weapon (Javelin) – Rare (1475 gp, requires attunement)
This dark navy +1 javelin has a light blue head with a small
pink gem embedded in it, and a long flowing cloth with a light
blue edge tied to it. The pommel has two light blue tassels
and a pink gem embedded in it.
While attuned to this javelin: you can breath underwater;
gain 15 feet of swim speed; you are immune to damage
caused by water like crashing waves, either natural or
magical; and if you are in the range of an attack or spell that
uses water to target a single creature, you automatically
become the target.
This javelin does not suffer any of the disadvantages of
being used underwater.

458 - Merangtyke
Weapon (Boomerang) – Rare (1845 gp, requires attunement)
This light blue boomerang has two holes in its center, a
blue edge on one side, and blue cloth tied around the other
edge.
While attuned to this boomerang: you can breathe
underwater; you have a swim speed equal to your walking
speed; advantage on Athletic rolls while swimming; are
resistant to fire damage; and you are immune to damage
caused by water like crashing waves, either natural or
magical.
This boomerang does not suffer any of the disadvantages
of being used underwater.

Pokémon Inspired Weapons & Items


222
459 - Blizzace
Weapon (Mace) – Uncommon (495 gp, requires attunement)
This white mace has a broad head that resembles a set of
mountains, with a green leaf coming off its bottom. The
bottom half of the handle is brown with a small spike green
pommel.
While attuned to this mace, you are immune to thunder
damage and can cast Goodberry once a day refreshing at
dawn.
The weather around this mace is always being pushed
towards cold, calm, and snowy, as if it has a constant Control
Weather spell in effect. If the mace is kept in one place, like a
city or dungeon, this weather will last for 1d4+1 days before
dissipating. If the mace is moved more than 5 miles than
where it was at dawn or someone casts Control Weather
within 1 mile of the mace, then the effect reactivates.
Evolving: If this mace remains on Frostfell for a year, it will
become a Blizzammer.

460 - Blizzammer
Weapon (Warhammer) – Rare (1640 gp, requires
attunement)
This white +1 warhammer has a wreath of green leaves
around the back of the head. The handle is wrapped in white
cloth with multiple ends hanging off, and a small spike green
pommel.
While attuned to this mace, you are immune to thunder
damage and can cast Goodberry once a day refreshing at
dawn. Attacks with this warhammer do an additional 1d6
cold damage.
The weather around this hammer is always being pushed
towards cold, calm, and snowy, as if it has a constant Control
Weather spell in effect. If the hammer is kept in one place,
like a city or dungeon, this weather will last for 1d4+4 days
before dissipating. If the hammer is moved more than 5 miles
than where it was at dawn or someone casts Control Weather
within 1 mile of the hammer, then the effect reactivates.
If this hammer is brought into a cold climate, the hammer's
weather effect will cause a hailstorm to arise, lasting 1d4+4
days before dissipating, with the timer resetting anytime the
hammer is used in combat, regardless of if a hailstorm is
active or not.

Pokémon Inspired Weapons & Items


223
461 - Weagile
Weapon (Glaive) – Very Rare (16,400 gp, requires
attunement)
This charcoal black +2 naginata glaive has a two-prong
blade with white blade edges, red feather-like ribbons where
the blade is attached to the shaft, and a gold orb embedded in
the shaft just below that. The end of the shaft is white with a
white spike pommel.
Attacks with this glaive deal an additional 1d6 cold
damage, with an additional +1 cold damage for each
conscious ally within 30 feet of you.
While attuned to this glaive: you can't have disadvantage
from non-magical means (such as dodge); have advantage on
Stealth and Sleight of Hand rolls; gain 15 feet of climbing
speed; and have advantage on attacks against targets when a
conscious ally is within 5 feet of them.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

462 - Magannoze
Weapon (Handcannon) – Very Rare (26,400 gp, requires
attunement)
This metallic +2 handcannon has various plates bolted to
it, a line of screws sticking out the top, and a split straight
down both sides of the barrel. The ends of the barrel are
painted, the top blue and the bottom red, with a large red orb
in front of the trigger and a yellow antenna off the back.
While attuned to this handcannon, you are immune to
lighting damage.
This handcannon does not use gunpowder, instead firing
the cannonball with electro-magnetic energy. Attempts to fire
anything that isn't magnetic, such as copper, silver, lead or
gold, will fail.
The cannon has 8 charges that refresh at dawn, and it also regains 1 charge each time you are hit with lighting damage. 1 charge
can be expended to make a handcannon attack, provided the cannon is loaded with suitable ammunition. On a successful hit, they
take an additional 1d8 lighting damage, and if they are wearing metal armor or made of metal, they must make a Strength save,
with the DC depending on the armor (see the Maglock table below) or be restrained as the metal pieces stiffens and sticks
together, lasting for 1 minute. They can attempt to break free on their turn as an action with another Strength roll.
Maglock Table
Metal Armor Save DC Metal Armor Save DC Metal Armor Save DC Metal Armor Save DC Metal Armor Save DC
Chain shirt 13 Breastplate 14 Ring mail 14 Splint 17 Made of Metal 20
Scale mail 14 Half plate 15 Chain mail 16 Plate 18 Shield +2

Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range
Pokéismon
30/120
Inspiredand does 2d6
Weapons piercing damage.
& Items
224
463 - Lickiwhicky
Staff () – Very Rare (16,430 gp, requires attunement)
This pink staff has a thick, long, sticky tongue-like ribbon
on top, with some yellow strips on the shaft below that
followed by a bib-like cloth tied to it.
Due to the ribbon's sticky nature, it can be used to grab
items weighting no more than 10 pound that are within a
range of 10 feet.
While attuned to the staff: you gain a +2 bonus to spell
attack and damage rolls; and you are immune to being
charmed.
You can use the long ribbon to perform attacks as if it was
a whip, and when an attack hits a creature, it must make a
DC 16 Dexterity save or be grappled by the ribbon, which can
be escape with a DC 14 Strength check on their turn. If a
creature is grappled by the ribbon and you are within 5 feet of
them, you can use a bonus action to attempt to restrain them
with the whip using an opposing Dexterity roll. If they
become restrained, they can attempt to break free with a DC
18 Strength check on their turn. The ribbon cannot be used
as a whip when it is grappling or restraining a creature.

464 - Rhycanior
Weapon (Handcannon) – Very Rare (24,800 gp, requires
attunement)
This dark grey +1 handcannon is made of rock, with
orange hexagon stone plate all over it. The butt of the gun has
a round boulder on the end, and a set of spikes under the
barrel, the forward most one can be used as a drill.
While holding this cannon, you have +1 AC, and you can
carve a circular 5 ft diameter tunnel through solid rock at a
rate of 2.5 ft per round, although while tunneling any other
creatures within 10 feet of you must succeed a DC 17
Dexterity save or take 1d6 bludgeoning damage from flying
debris each round. The spikes on the front of this cannon can
be used to make a shortsword attack with disadvantage.
Any creature hit by an attack from this cannon, either a
cannon ball or the spikes, must make an opposing strength
check against the hit roll or be knocked prone, and you can
move through the space of any prone creature as if it was
difficult terrain. A prone creature whose space you've entered
for the first time on a turn must make a DC 14 Dexterity
saving throw, taking 3d6 bludgeoning damage on a failed
save, or half as much damage on a successful one.
While attuned to this cannon: any bludgeoning, piercing,
and slashing damage that you take from nonmagical weapons
is reduced by 3; and you are resistant to lighting damage.
Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range is 30/120 and does 2d6 piercing damage.

Pokémon Inspired Weapons & Items


225
465 - Tangladius
Weapon (Shortsword, Whip) – Very Rare (15,640 gp, requires
attunement)
This blue-green +2 shortsword has a blade made of several
rhombuses perfectly aligned, with the one at the tip being red.
The black handle has a guard curved over it made of woven
vines. By speaking a command word, the rhombuses of the
blade come loose, revealing a black vine running between
them, and turning the sword into a +2 whip. Repeating the
command word causes the vine to retract, realigning the
blades into a shortsword.
While attuned to this sword, you gain the Thorn Whip
cantrip, and whenever you take a short rest and heal with
your hit dice, you can double your Constitution modifier for
the healing.
The sword has 8 charges, which you can use to cast the
following spells: Ensnaring Strike (1 or more charges, with
each additional charge upcasting the spell by a level);
Entangle (1 charge); Spike Growth (2 charges); Grasping
Vine (4 charges); Wall of Thorns (6 or more charges);
Regenerate (7 charges).

466 - Electivaal
Weapon (Greatsword) – Very Rare (16,460 gp, requires
attunement)
This yellow +2 greatsword has a two-pronged blade with
black stripes around them at the bottom. The upward pointed
guard has a black circle in its center, two thick black cable
with red tips hanging from it, and a long piece of black ribbon
floating around the guard, slowly rotating. The black handle
has a large, bulbous yellow pommel with black stripes that
ends in a slightly smaller orb.
Attacks with this sword do an additional 3d6 lighting
damage, and when a creature is hit, they must make a DC 17
Constitution save or be paralysed until the end of their next
turn.
While attuned to the sword: you are immune to being
magically put to sleep; have resistance to lighting damage;
and any time you take lighting damage, you gain 10 feet of
movement and have advantage on Dexterity rolls for 1
minute.

Pokémon Inspired Weapons & Items


226
467 - Magmorant
Wondrous (Mortar) – Very Rare (17,640 gp, requires
attunement)
This red mortar has a large orange barrel with black trim, a
red body with yellow flame patterns on it, and two black
handles, one on top and one off the back. This mortar must
be held with two hands in order to fire properly.
While attuned to the mortar: you are immune to being
magically put to sleep; have resistance to fire damage; and
you gain the Create Bonfire cantrip.
The mortar has 6 charges, regaining 1d4+2 charges at
dawn.
You can expend a charge as an action to release a 30-foot
cone spray of molten magma. Each creature in the area must
make a DC 17 Dexterity save, taking 5d6 fire damage of a fail,
or half as much on a success.
You can expend 3 charges as an action to launch a molten
magma into the air, falling in a bombardment of magma in a
20-foot radius, 40-foot high cylinder centred on a point you
can see within 60 feet of you. Each creature in the area must
make a DC 17 Dexterity save, taking 5d10 fire damage on a
fail, and half as much damage on a success.

468 - Togebliss
Weapon (Longbow) – Very Rare (16,840 gp, requires
attunement)
This white +2 longbow has long, elegant curved arms that
swoop inwards. The long handle has a forward blade with
two smaller side points, one red and one blue, and a red tip
and a blue tip on the ends of the handle.
This longbow does an additional 1d8 Radiant damage, and
you can choose to attack with disadvantage to increase that
to 2d8 Radiant damage. When attacking with this bow, you
gain an improved critical of 1, where your range on critical
hits increases by 1, ie from critical hits on 20 to critical hits
on 19 to 20.
While attuned to this bow: you have advantage on
Persuasion rolls; and if you cast a spell, use an ability or take
an action that requires an enemy to make a saving throw, the
DC on that saving throw is increased by 1.
This bow has 6 charges that refresh at noon, and you can
expend a charge to cast Sense Emotion, or 1 or more charges
to cast Bless or Animal Friendship.

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469 - Yanmegitar
Weapon (Scimitar) – Very Rare (14,690 gp, requires
attunement)
This dark green +2 falchion scimitar as a red blade edge,
three black bars wrapped around the base of the blade with
three spikes off the back, a white ribbon with red tips tied
below that, and a curve guard with red gems embedded in it
over the black handle, with a spike for a pommel.
While attuned to this scimitar; you gain 20 feet of
movement; you have advantage on Dexterity rolls to avoid
being grappled, restrained, or take damage; and have
advantage on attacks made with this scimitar as long as you
can see the target.
Attacks with this scimitar do an additional 1d6 thunder
damage, and ignore any resistances the target has to the
damage it does. If they are immune to the damage they are
treated as resistant instead.

472 - Gliscythe
Weapon (Scythe) – Very Rare (14,720 gp, requires
attunement)
This purple +2 scythe has a black blade, a claw like top
with a long, thin black ribbon hanging off it, a red shaft, and a
purple pincer pommel.
While attuned to this scythe: you can't have disadvantage
from attacks by non-magical means (such as dodge); you gain
20 feet of burrowing speed; gain 10 feet of climbing speed;
gain 60 feet of blindsense from echolocation (which can't be
used when deafened or silenced); are immune to poison
damage and the poison conditioned; if you would take poison
damage you are instead healed 10% of the poison damage
rounding down; you have advantage on Dexterity rolls in
sandy terrain; and you are immune to the effects of
sandstorms.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

If you're looking for items 470 - Leafeon and 471 -


Glaceon, they're on page 060 with the other
Eeveelutions

Pokémon Inspired Weapons & Items


228
473 - Mamoshamshir
Weapon (Dual Shortswords) – Very Rare (17,700 gp, requires
attunement)
These brown +2 shortswords are made of mammoth tusks,
and attached to one another at the guard by a thin, icy 3-foot
chain.
These swords do an additional 2d6 cold damage, and can
be wielded like you are fighting with two weapons, per Two-
Weapon Fighting on PHB 195, but without the normal
disadvantage on the second attack.
While attuned to these swords: you are immune to being
charmed; resistant to fire damage; immune to cold damage;
are unaffected by icy and/or snowy difficult terrain; and can
go a week without food without suffering any issues.

474 - PoryZord
Weapon (Longsword) – Very Rare (17,440 gp, requires
attunement)
This blue +2 longsword is a hilt with a pink orb floating
above it with a blue stick through it floating upright. You can
speak a command word and a blade of radiant energy will
sprout above the orb, including a ring around the guard. The
blade can be recalled by repeating the command word.
This sword does 3d8 radiant damage instead of 1d8
slashing damage.
While attuned to the sword: you don't require air, food,
drink, or sleep to survive, but rests are still required for
recovery; you are resistant to being magically charmed,
frightened, paralyzed, petrified, or poisoned; and you become
resistant to the last kind of damage you took.
The sword has 8 charges that refresh at dawn. You can, as
an action, use 1 charge to determine a target's: statistics, AC
and hit point; damage immunities, resistances and
vulnerabilities; condition immunities, resistances and
vulnerabilities; senses, skills and languages; abilities; actions;
or reactions. This can only be done to a creature once every
24 hours.
You can also expend 1 charge as a reaction to either
become immune to the last type of damage you took for 1
minute, or to change the color of your skin and clothes to
match your surrounding terrain, gaining advantage on all
Stealth rolls to hide in that terrain for 1 minute.

Pokémon Inspired Weapons & Items


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475 - Galladius
Weapon (Longsword) – Very Rare (14,750 gp, requires
attunement)
This green +2 wakizashi longsword has a broad guard that
curves upwards around the blade, red cloth wrapped around
the handle, and a red pommel. The sword has a matching
sheath with green and blue swirls on it, red trim, two white
wing-like flair at the top, with red rhombus gems between the
wings.
While attuned to this sword; you gain telepathy (MM 009)
with a range of 90 ft.; the Mage Hand and Minor Illusion
cantrips; can cast Detect Thoughts at will; are resistant to
psychic damage; if you are stunned you gain 10 feet of
movement for 1 minute; and if you are hit by an attack that
uses shadows or does necrotic damage, you gain advantage
on your next attack.
You can also sense your allies within 60 feet of you, when
they are about to attack, and have advantage to Dexterity rolls
to avoid getting caught in their attacks, taking half damage on
a fail and no damage on a save.

476 - Probobash
Weapon (Maul) – Very Rare (14,670 gp, requires attunement)
This dark blue +2 metallic stone maul has a conal top with
a thick red top and a red crown around the bottom, with a
thick, fuzzy trim below that made of iron fillings that stick to
the maul. Three small rocks, made of the same dark blue
rock, orbit around the head smoothly.
This maul does an addition 2d6 bludgeoning damage when
in a sandstorm.
While attuned to this pike: you know which direction
magnetic north is; and once between long rests, when you
are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead.
You can also speak a command word as an action, and the
stones will fly out and spin around you before return to their
orbit. Anyone within 5 feet of you must succeed a DC 15
Dexterity save or take 1d6 Bludgeoning damage. Anyone
restraining or grappling with you has disadvantage on the
save, and the attack targets any material binding you like Maglock Table
rope.
When an enemy wearing metal armor or made of metal is Metal Armor Strength Save DC
stuck by the maul, they must make a Strength save, with the Chain shirt 13
DC depending on the armor (see the Maglock table) or be
restrained as the metal pieces stiffen and stick together, Scale mail 14
lasting for 1 minute. They can attempt to break free on their Breastplate 14
turn as an action with another Strength roll. Half plate 15
Ring mail 14
Chain mail 16
Splint 17
Plate 18
Made of Metal 20
Shield +2

Pokémon Inspired Weapons & Items


230
477 - Zwirrfurst
Weapon (Light Crossbow) – Very Rare (17,470 gp, requires
attunement)
This dark grey +2 heavy crossbow has wispy edges to its
arms with yellow eye-like markings, and a blood red gem in
the top of the arrow rest. The front of the crossbow has a gold
nub handle.
While attuned to this crossbow: at the start of combat you
can sense if any opponents you can see have any magic items
on them, which includes which opponent(s) but not what
item(s); you can see 60 feet into the Ethereal Plane when it is
on the Material Plane, and vice versa; and as an action you
can enter the Ethereal Plane from the Material Plane, or vice
versa. You are visible on the Material Plane while in the
Border Ethereal, and vice versa, but can't affect or be affected
by anything on the other plane.
Any enemy within 30 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

478 - Froslaive
Weapon (Glaive) – Very Rare (18,740 gp, requires
attunement)
This white +2 glaive has purple trim, an ice blue edge on
the blade with three ice crystals along the back. A long red
sash is tied to the top of the glaive, and the pommel is an ice
spike.
While attuned to this glaive: you are unaffected by difficulty
terrain; you are immune to the effects of cold weather and
cold damage; if you are in snow, sleet or hail, attacks on you
always have disadvantage and you have advantage on all
Dexterity rolls; after an enemy hits you with an attack, they
must succeed a DC 15 Constitution save or be unable to use
that attack again until the end of their next turn
Attacks with this glaive do an addition 1d8 cold damage,
and when hit by this glaive the target must make a DC 13 Frozen Status
Constitution save, or their wounds will freeze and cannot be A frozen creature is transformed, along with any nonmagical
healed until after an hour is spent carefully warming and objects it is wearing or carrying, into solid ice. Its weight
thawing the wounds. If a creature already suffering this is hit increases by a factor of ten, and it ceases aging.
again, they must make another DC 13 Constitution save. If The creature is incapacitated, can’t move or speak, and is
they fail by 5 or more, the creature is instantly frozen, other unaware of its surroundings.
wise they will begin to freeze and are restrained. They must Attack rolls against the creature have advantage.
repeat the saving throw at the end of their next turn, The creature automatically fails Strength and Dexterity
becoming frozen on a failure or ending this effect on a Saving Throws.
success, but still have the first effect. The creature is Vulnerable to Fire and Bludgeoning
Any creature downed by this glaive immediately become damage, and has Resistance to all other damage.
frozen instead of dying, and you can also touch a willing The creature is immune to poison and disease, although a
creature and freeze them as an action. poison or disease already in its system is suspended, not
neutralized.
Being frozen lasts until the creature is freed by a Greater
Restoration spell, similar magic, or others spend 24 hours
carefully thawing the creature. The last method leaves the
creature with 4 levels of Exhaustion.

Pokémon Inspired Weapons & Items


231
479 - Rotakoba
Weapon (Shortsword) – Very Rare (19,740 gp, requires
attunement)
This orange +2 shortsword has light blue edge on the blade
with a blue stripe down the center, and a hoop for a guard.
Attacks with this sword do an additional 3d6 lighting
damage.
While attuned to this sword: you are unaffected by difficulty
terrain; you resistant to lighting damage; you have advantage
on Sleight of Hand rolls; and twice between long rests, you
can posses an object with an action for an hour.
You can posses any non-sentient object, including some
magic items (at the DM's discretion), causing your body and
gear to enter into the object and disappear, and the object
takes on a look that is reminiscent of you. Your Intelligence,
Wisdom and Charisma scores remain the same, but you gain
new HP, AC, Strength, Dexterity and Constitution scores
based on the object you possessed, as decided by the DM.
You do not have any hitdice while possessing an object. Using
statistics from the Animate Objects spell or Construct
creatures are both acceptable. If the object is Tiny you gain a
flight speed of 30 feet, if Small you gain a hover speed of 30
feet, if Large you gain a hover speed of 15 feet, if Hugh you
gain a hover speed of 10 feet, and if Gargantuan you gain a
hover speed of 5 feet.
You can end the possession at any time, coming out of the
object in a free space. If you are brought to 0 hitpoints while
possessing an object, the object is destroyed, you reform to
normal form in the space, and any excess damage carries
over to your normal form. If you go the full hour or enter an
anti-magic zone, your possession will be immediately ended
and you will be forced into a free space.
While possessing an object, you can't cast spells, and your
ability to speak or take any action that requires hands is
limited to the capabilities of the object, and possession
doesn't break your concentration on a spell you've already
cast, however, or prevent you from taking actions that are
part of a spell that you've already cast.
You can also choose to use both instances of possession to
fuse the sword with another non-magical weapon
indifferently, giving that weapon's attacks an additional 3d6
lighting damage, with some weapons gaining special 479A - Rotomow
properties. The fusing can be undone at any time, but the Weapon (Sickle) – Very Rare (19,740 gp, requires
possession instances do not recharge until after a long rest. attunement)
Sickle: 479A - Rotomow This orange +2 sickle has a black blade with a green edge
Longbow or Dagger: 479B - Roheatom that curves inwards, and a black hoop guard with an orange
Handcannon: 479C - Rotowash orb in it.
Dual-Blade Sword: 479D - Rotan Attacks with this sickle do an additional 3d6 lighting
Maul: 479E - Frostom damage.
While attuned to this sickle: you are unaffected by difficulty
terrain; you resistant to lighting damage; you have advantage
on Sleight of Hand rolls; you are considered a Plant creature;
and you have advantage on all attacks against Plant creatures
and plant based creatures, such as Dryads.
Once attuned to this sickle, you can defuse it to normal
sickle and a Rotakoba.

Pokémon Inspired Weapons & Items


232
479B - Roheatom
Weapon (Longbow) – Very Rare (19,740 gp, requires
attunement)
This orange +2 longbow has red arms and a point on the
front that can be used to perform dagger attacks.
Attacks with this bow do an additional 1d6 lighting damage
and 2d6 fire damage, and this bow can conjure arrows out of
energy when the string is drawn, doing 1d10+1d6 lighting
damage and 2d6 fire damage.
While attuned to this sword: you are unaffected by difficulty
terrain; you resistant to lighting and fire damage; and you
have advantage on Sleight of Hand rolls.
Once attuned to this longbow, you can defuse it to normal
longbow and a Rotakoba.

479C - Rotowash
Weapon (Handcannon) – Very Rare (19,740 gp, requires
attunement)
This orange +2 handcannon has a blue barrel with a claw
like end, and large bulb in front of the handle with a window
that shows a water reservoir with clear blue water inside.
While attuned to this handcannon: you are unaffected by
difficulty terrain; you resistant to lighting damage; and you
have advantage on Sleight of Hand rolls.
Once attuned to this handcannon, you can defuse it to
normal handcannon and a Rotakoba.
Attacks with this handcannon do an additional 3d6 lighting
damage.
The cannon does not use any gunpowder or ammunition,
instead pulling water to launch directly from the Elemental
Plane of Water into the water reservoir while the button on
the handle is held down, taking 1 round to reload. Both hands
must be holding the cannon and the button held down for the
water to be drawn. You can take your finger off the button
before it is ready, which will leave the water inside but unable
to fire. Once the reservoir is full, it will stay this way for as
long as you are attuned to the cannon, otherwise it will
dissipate. The button can only be held down by the person
attuned to the cannon, any other attempts to hold it down will
fail. Once the reservoir is full, it can be fired, shooting out the
water and emptying the reservoir, as if it was a normal
handcannon ball.
Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range is 30/120 and does 2d6 piercing damage.

Pokémon Inspired Weapons & Items


233
479D - Rotan
Weapon (Dual-Blade Sword) – Very Rare (19,740 gp, requires
attunement)
This orange +2 dual-blade sword has two yellow hooked
blades, a black handle, and a small fan blade in the center
above the handle.
Attacks with this sword does an additional 3d6 lighting
damage, and the second attack does not have the normal
disadvantage.
While attuned to this sword: you are unaffected by difficulty
terrain; you resistant to lighting damage; you have advantage
on Sleight of Hand rolls; and you gain a fly speed of 15 feet.
Once attuned to this sword, you can defuse it to normal
longbow and a Rotakoba.
You can speak a command work to cause the fan blades to
start spinning, blowing a steady stream of air, and can be
turned off by repeating the command word. If this stream of
air is kept on a creature when they would be subject to
heatstroke, they have advantage on all related saves. This
stream can also be kept on standing flames (and not
explosive flames like the Fireball spell), increasing its fire
damage by 1d6 while doing so.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

479E - Frostom
Weapon (Maul) – Very Rare (19,740 gp, requires attunement)
This black +2 maul has orange bands around the head, a
purple rhombus on one side, an orange spike on top, and
cold, ethereal purple tendrils coming off the head.
While attuned to this maul: you are unaffected by difficulty
terrain; you resistant to lighting and cold damage; you have
advantage on Sleight of Hand rolls; and once between long
rests, you can cast the Heroes' Feast spell.
Once attuned to this maul, you can defuse it to normal
handcannon and a Rotakoba.
Attacks with this maul does an additional 1d6 lighting
damage and 2d6 cold damage.

Pokémon Inspired Weapons & Items


234
480 - Uxace
Weapon (Mace) – Legendary (84,333 gp, requires attunement)
This light blue +3 mace has bands of yellow around its head, Faerie Fire (1 charge)
coming together to a yellow plate with a red jewel embedded Guiding Bolt (1 or more charges)
in it. Two long ribbons are tied to the top of the handle, Phantasmal Force (2 charges)
flaring out at the ends into hand-like shapes with red dots in Zone of Truth (2 charges)
the center. Zone of Truth (2 charges)
While attuned to this mace: you gain 15 feet of hovering Invisibility (2 or more charges)
speed; you have advantage on saving throws against spells Conjure Animals (3 or more charges)
and other magical effects; you have +3 and advantage on all Greater Invisibility (4 charges)
Intelligence rolls; and you can sense your allies within 60 feet Divination (4 charges)
of you, when they are about to attack, and have advantage to Conjure Woodland Beings (4 or more charges)
Dexterity rolls to avoid getting caught in their attacks, taking Confusion (4 or more charges)
half damage on a fail and no damage on a save. Rary's Telepathic Bond (5 charges)
Once between long rests, you can also choose to drop to 0 Teleportation Circle (5 charges)
hitpoints as an action, and all creatures within 60 feet of you Modify Memory (6 or more charges)
have disadvantage on all rolls for 10 minutes. Conjure Fey (6 or more charges)
This mace has 15 charges that refresh at dawn, which you Teleport (7 more charges)
can use to cast the following spells, with each extra charge Astral Projection (9 charges)
upcasting the spell by a level to a maximum of 9 charges: Foresight (9 charges)

Pokémon Inspired Weapons & Items


235
481 - Mespritaff
Staff () – Legendary (84,333 gp, requires attunement)
This light blue staff has an orb on top with four pink bars Faerie Fire (1 charge)
around it connected to a pink plate attached to the orb, with a Detect Evil And Good (1 charge)
red gem embedded in it. Two long ribbons are tied to the top Sense Emotion (1 charge)
of the staff, flaring out at the ends into hand-like shapes with Guiding Bolt (1 or more charges)
red dots in the center. Cause Fear (1 or more charges)
While attuned to this staff: you gain a +3 bonus to spell Calm Emotions (2 charges)
attack and damage rolls; you gain 15 feet of hovering speed; Phantasmal Force (2 charges)
you have advantage on saving throws against spells and other Invisibility (2 or more charges)
magical effects; you have +3 and advantage on all Charisma Fear (3 charges)
rolls; and you can sense your allies within 60 feet of you, Conjure Animals (3 or more charges)
when they are about to attack, and have advantage to Greater Invisibility (4 charges)
Dexterity rolls to avoid getting caught in their attacks, taking Conjure Woodland Beings (4 or more charges)
half damage on a fail and no damage on a save. Confusion (4 or more charges)
Once between long rests, you can also choose to drop to 0 Rary's Telepathic Bond (5 charges)
hitpoints as an action, and one creature you can see before Teleportation Circle (5 charges)
dropping regains all their lost hitpoints and are cured of all Conjure Fey (6 or more charges)
status conditions. Teleport (7 more charges)
This staff has 15 charges that refresh at dawn, which you Feeblemind (8 charges)
can use to cast the following spells, with each extra charge Astral Projection (9 charges)
upcasting the spell by a level to a maximum of 9 charges:

Pokémon Inspired Weapons & Items


236
482 - Azeld
Weapon (Shortsword) – Legendary (84,333 gp, requires attunement)
This light blue +3 shortsword has a long sky-blue blade and a This shortsword has 15 charges that refresh at dawn, which
bulbous handle with two blue bars around it, finger guards, you can use to cast the following spells, with each extra
and a red gem embedded in the top. Two long ribbons are charge upcasting the spell by a level to a maximum of 9
tied to one of the finger guard holes, flaring out at the ends charges:
into hand-like shapes with red dots in the center.
While attuned to this shortsword: you gain 15 feet of Faerie Fire (1 charge)
hovering speed; you have advantage on saving throws against Bless (1 or more charges)
spells and other magical effects; you have +3 and advantage Guiding Bolt (1 or more charges)
on all Constitution rolls; and you can sense your allies within Phantasmal Force (2 charges)
60 feet of you, when they are about to attack, and have Hold Person (2 or more charges)
advantage to Dexterity rolls to avoid getting caught in their Invisibility (2 or more charges)
attacks, taking half damage on a fail and no damage on a Conjure Animals (3 or more charges)
save. Greater Invisibility (4 charges)
Once between long rests, you can also choose to drop to 0 Conjure Woodland Beings (4 or more charges)
hitpoints as an action, and explode with radiant energy. All Confusion (4 or more charges)
creatures within 60 feet of you must make a Dexterity save Dominate Beast (4 or more charges)
verses a DC of 8 + your proficiency + your Constitution Rary's Telepathic Bond (5 charges)
modifier (including bonuses, such as the +3 from this sword), Teleportation Circle (5 charges)
taking 12d12 radiant damage on a fail, and half as much on a Dominate Person (5 or more charges)
success. Hold Monster (5 or more charges)
Conjure Fey (6 or more charges)
Teleport (7 more charges)
Dominate Monster (8 or more charges)
Astral Projection (9 charges)

Pokémon Inspired Weapons & Items


237
483 - Dialgalok
Weapon (Greatsword) – Legendary (87,500 gp, requires attunement)
This dark blue +3 greatsword has light blue lines that You can also sense all temporal travel arrivals and
resemble crystal cracks going up the blade, with a large grey departures, including which plane of existence they're on,
hoop guard, with another hoop inside and several elongated when they came from, as well as any temporal anomalies,
hexagons holding the two and sticking out past the edge, their nature and how to resolve them.
making it resemble a large gear. A section of the gear is This sword has 15 charges that refresh at midnight, which
broken. you can use to cast the following spells, with each extra
While attuned to this sword: you always know what time it charge upcasting the spell by a level to a maximum of 9
is; you have advantage on History rolls; you gain the Mending charges:
cantrip; you are immune to changes to the past that would
affect you; you can sense where your allies are within 60 feet Expeditious Retreat (1 charge)
of you and when they are about to attack, and if caught in a Blur (2 charges)
spell or attack of theirs, you have advantage to Dexterity rolls Hold Person (2 or more charges)
to avoid the damage, taking half damage on a fail and no Haste (3 charges)
damage on a save. Slow (3 charges)
Any enemy within 60 feet of you that attempts to cast a Hold Monster (5 or more charges)
spell, use charges from a magic item, use Ki points, use Time Stop (9 charges)
Sorcery points, or any other similar multi-point system to You can also use 3 charges to unleash a roar that distorts
cause an effect must use a 1 level higher spell slot or one time as an action. You roar in a 30-foot cone, and all
more point/charge in order to cause the effect. This does not creatures within take 6d6 force damage, and any time spells,
apply to abilities like Rage, Bardic Inspiration, Channel such as Haste, within the cone are automatically ended.
Divinity, Wildshape, and Divine Smite. However, you must rest afterwards, becoming incapacitated
until the end of your next turn.

Pokémon Inspired Weapons & Items


238
484 - Palkaive
Weapon (Glaive) – Legendary (87,500 gp, requires attunement)
This purple +3 glaive has a white blade shaped like a stylized This glaive has 15 charges that refresh at midnight, which
rhombus wing with purple banding. Below that is a white you can use to cast the following spells, with each extra
disk guard with a red gem in the center, and six purple bars charge upcasting the spell by a level to a maximum of 9
spreading out from it. charges:
While attuned to this glaive: you always know where you
are; you have advantage on Navigation rolls; you gain the Jump (1 charge)
Message cantrip; you can sense where your allies are within Longstrider (1 or more charges)
60 feet of you and when they are about to attack, and if Catapult (1 or more charges)
caught in a spell or attack of theirs, you have advantage to Dissonant Whispers (1 or more charges)
Dexterity rolls to avoid the damage, taking half damage on a Blur (2 charges)
fail and no damage on a save. Enlarge/Reduce (2 charges)
Any enemy within 60 feet of you that attempts to cast a Misty Step (2 charges)
spell, use charges from a magic item, use Ki points, use Blink (2 charges)
Sorcery points, or any other similar multi-point system to Thunder Step (3 or more charges)
cause an effect must use a 1 level higher spell slot or one Dimension Door (4 charges)
more point/charge in order to cause the effect. This does not Banishment (4 or more charges)
apply to abilities like Rage, Bardic Inspiration, Channel Banishing Smite (5 charges)
Divinity, Wildshape, and Divine Smite. Far Step (5 charges)
Attacks with this glaive gain an improved critical of 1, Teleportation Circle (5 charges)
where your range on critical hits increases by 1, ie from Planar Binding (5 or more charges)
critical hits on 20 to critical hits on 19 to 20. Arcane Gate (5 charges)
Plane Shift (7 charges)
Teleport (7 charges)
Gate (9 charges)

Pokémon Inspired Weapons & Items


239
485 - Heatraul
Weapon (Maul) – Legendary (58,400 gp, requires attunement)
This dark red +3 maul has a pointed metal head with a set of As an action, you can choose to make your skin like magma.
four horns coming out it in a cross orientation. The rest of You must maintain concentration on the effect, and it lasts up
the head has spots of metal and glowing red rock before to a minute, until you loose concentration, or choose at any
turning into a metal handle. time to dismiss it. Your gear is unaffected and you do not take
While attuned to this maul: you are continuously under the any damage from it, but any creatures that comes in physical
effect of the Spider Climb spell; you are immune to fire contact with you until the effect ends takes 3d8 fire damage,
damage; if you would have taken fire damage, you instead which you can increase by 1d8 for every hitdice you expend
gain advantage on attack rolls until the end of your next turn; to do so when you start the effect, and if they are grappling or
you have advantage on rolls to grapple creatures; and you can restraining you, they must make a DC 17 Constitution save to
grapple a creature as a bonus action. keep grappling or restraining you at the start of their turn. If
Attacks with this maul do an additional 4d8 fire damage, it doesn't release you, it has disadvantage on attack rolls and
and if the spell Heat Metal is cast on the weapon, instead of ability checks until the start of its next turn.
damaging the holder it instead adds to the damage done by
the maul.

Pokémon Inspired Weapons & Items


240
486 - Regigillas
Weapon (Greatclub) – Legendary (84,600 gp, requires attunement)
This white +3 greatclub has a gold band around the top and You can also use the charges to cast the following spells, with
bottom of the club head, with red, blue and silver gems each extra charge upcasting the spell by a level to a
embedded in the bottom band, and three finger-like maximum of 9 charges:
protrusions on top. The club head has five deep black grooves
in it, separating it into four sections, each with black stripes Find Familiar (1 charge)
stick out of them, occasionally turning 90 degrees. The Command (1 or more charges)
handle has moss growing in its edges and nooks, and a gold Find Steed (2 charges)
plate with seven holes in a t shape is attached where the Conjure Animals (3 or more charges)
bottom band meets the handle. Summon Lesser Demon (3 or more charges)
While attuned to this club: you have advantage to all Find Greater Steed (4 charges)
Strength rolls; you have proficiency with all tools, as well as Dominate Beast (4 or more charges)
advantage and +3 to all rolls using tools; you are immune to Conjure Minor Elementals (4 or more charges)
fire and cold damage. Conjure Woodland Beings (4 or more charges)
Attacks with this club do an additional 1d6 bludgeoning Summon Greater Demon (4 or more charges)
damage for every 10% of their maximum hitpoints the target Dominate Person (5 or more charges)
has, so a target with 100 out of 100 hitpoints would take Conjure Elemental (5 or more charges)
10d6, while 26 out of 100 hitpoints would take 2d6. Conjure Fey (6 or more charges)
This club has 15 charges that refresh at dawn, which you Conjure Celestial (7 or more charges)
can use to channel a Manual of Golem (DMG 180). You can Dominate Monster (8 or more charges)
choose what kind of manual you channel and can follow its Cursed. This club is cursed. While cursed, you have
directions even if you otherwise couldn't, but still have to disadvantage to Initiative rolls, Attack rolls, and Dexterity
provide the appropriate material and time to construct it, and rolls for the first 5 rounds of combat. After the five rounds,
all 15 charges are expended everyday you're working on the the disadvantage from this effect stops.
golem and channeling the manual. The club is not consumed
in the construction, instead the majority of the moss on the
handle falls off and turns to ash, which is then used to finish
the construction. The moss fully regrows after 5d4+1 days,
with no magic working to speed up this process, and manuals
cannot be channeled until it does.

Pokémon Inspired Weapons & Items


241
487 - Gillatina
Weapon (Scythe) – Legendary (87,400 gp, requires attunement)
This grey +3 scythe has gold half rings around its upper shaft This scythe has 15 charges that refresh at dawn, which you
and a gold spike going backwards on top with a red strip can also use the charges to cast the following spells, with
down the back of the shaft to a curved gold guard. The base each extra charge upcasting the spell by a level to a
of the shaft has a thick cylinder on it, with red strips down it maximum of 9 charges:
and pointed gold flair around the base. The blades of the
scythe form when a command word is spoken, causing a Dissonant Whispers (1 or more charges)
pitch black gas with red edges to spread forth, forming a Darkness (2 charges)
scythe blade on top with three red claws along the edge and a Pass Without Trace (2 charges)
sickle blade off the bottom, which can be used to make a Misty Step (2 charges)
second attack per Two-Weapon Fighting on PHB 195. Shadow Blade (2 or more charges)
This scythe does 2d10 necrotic damage instead of 1d10 Dimension Door (4 charges)
slashing, and the sickle blade does 2d4 necrotic damage. Shadow of Moil (4 charges)
While attuned to this scythe: you can sense where your Banishment (4 or more charges)
allies are within 60 feet of you and when they are about to Far Step (5 charges)
attack, and if caught in a spell or attack of theirs, you have Teleportation Circle (5 charges)
advantage to Dexterity rolls to avoid the damage, taking half Planar Binding (5 or more charges)
damage on a fail and no damage on a save; you can see 60 Arcane Gate (5 charges)
feet into the Ethereal Plane when it is on the Material Plane, Plane Shift (7 charges)
and vice versa; and as an action you can enter the Ethereal Teleport (7 charges)
Plane from the Material Plane, or vice versa. You are visible Maddening Darkness (8 charges)
on the Material Plane while in the Border Ethereal, and vice Gate (9 charges)
versa, but can't affect or be affected by anything on
the other plane.
Any enemy within 60 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


242
488 - Cresseliarc
Weapon (Longbow) – Artifact (requires attunement)
This light blue +4 longbow has a gold front edge and tips, a You can also expend a charge to create a Moon Feather,
lavender gem embedded in the handle with a long blade however the maximum number of charges the bow can have
coming off the front of the bow that can be used to perform is decreased by 1 for every feather created. Feathers can be
dagger attacks. A thin, ethereal softly glowing pink crescent reabsorbed into the bow to restore the lost charge by
floats around the handle. touching the feather to the bow.
While attuned to this bow: you gain a fly speed of 30 feet;
you are unaffected by difficult terrain; you always have Moon Feather
pleasant dreams; regain all of your hitdice from a long rest; Wondrous (Feather) – Very Rare (18,480 gp, requires
you can sense the dreams of anyone asleep within 1000 ft of attunement)
you; you can dispel a creature's nightmares, natural or This pale feather curls in a crescent and
magical, as an action when they are within 120 feet of you; shimmers green and blue in the light.
and once between long rests, you can choose to drop to 0 While attuned to this feather, you will always have joyous
hitpoints as an action and choose one conscious creature you dreams, never suffering any bad dreams or nightmares, and
can see before you drop, who then regain all of their are immune to any magic effects that would try to inflict bad
hitpoints, magic slots, and any other points or abilities they dreams or nightmares upon you. If a person is already
have used, and are cured of all status conditions they have. suffering from such an effect, it is dispelled once attuned to
Any attempts to heal you work, but instead of regaining the feather.
consciousness you are asleep and cannot be woken for 1 The holder of the bow the feather came from can cast the
hour. Dream spell on you through the feather without expending
Attacks with this bow do an additional 2d10 radiant any of the bow's charges, and you can also use the feather to
damage. call for help from the bow holder when in trouble, letting
This bow has 20 charges that refresh at sunset, which you them know who sent the call, where they are at the time, and
can use to cast the following spells, with each extra charge the general nature of the emergency. These effects can be
upcasting the spell by a level to a maximum of 9 charges: done regardless of where either of you are or even which
Sleep (1 or more charges) plane you are on.
Guiding Bolt (1 or more charges)
Moonbeam (2 or more charges)
Leomund's Tiny Hunt (3 charges)
Catnap (3 or more charges)
Dispel Magic (3 or more charges)
Dream (5 charges)
Mordenkainen's Magnificent
Mansion (7 charges)

Pokémon Inspired Weapons & Items


243
489 - Phirode
Rod () – Legendary (88,400 gp, requires attunement)
This light blue rod has a top with two pieces that twist and This rod has 20 charges that refresh at dawn, which you can
bend like waves as they wrap around each other, before use to cast the following spells, with each extra charge
meeting in a bun. A red gem is held in the bottom of section upcasting the spell by a level to a maximum of 9 charges:
of the pieces, and a long ribbon with a split end is attached to
the bun. Create or Destroy Water (1 or more charges)
While attuned to this rod: you gain a +4 bonus to spell Wall of Water (3 charges)
attack and damage rolls; if in rain or underwater, you are Water Breathing (3 charges)
cured of any status conditions you have at the end of your Control Water (4 charges)
turn; you always know how far away and in which direction Watery Sphere (4 charges)
your birthplace is; you can breath underwater; gain a swim Maelstrom (5 charges)
speed of 30 feet; you can float endlessly in water at any depth Cursed. This rod is cursed. While cursed, people who know
you desire; and you gain the Shape Water cantrip. you will be compelled to debate your worth, especially if
you're a legendary hero or just another adventurer.

Pokémon Inspired Weapons & Items


244
490 - Manapeshy
Weapon (Dagger) – Artifact (requires attunement)
This light blue dagger has a softly glowing golden line down Create or Destroy Water (1 or more charges)
the center of the blade, which splits off into two dots above Animal Friendship (1 or more charges)
the guard. The guard has a red gem embedded in it, and Wall of Water (3 charges)
curves over one side of the handle. Two long, thin ribbons are Water Breathing (3 charges)
tied to the top of the handle with beads on the end. The Water Walk (3 charges)
pommel is a small spike with its own golden line down it. Control Water (4 charges)
While attuned to this dagger: you gain a +4 bonus to spell Watery Sphere (4 charges)
attack and damage rolls; have resistance to cold damage; if in Maelstrom (5 charges)
rain or underwater, you are cured of any status conditions Tsunami (8 charges)
you have at the end of your turn; you always know how far
away and in which direction your birthplace is; you can You can also: expend 4 charges to swap all advantages and
breath underwater; gain a swim speed of 60 feet; you can disadvantages to rolls you have with those of another
float endlessly in water at any depth you desire; and you gain creature you can see for 1 minute; or expend 8 charges to
the Dancing Lights and Shape Water cantrip. swap bodies with another creature you can see for 1 minute
This dagger has 25 charges that refresh at dawn, which or until you dismiss it. Both of your hitpoints and hitpoint
you can use to cast the following spells, with each extra maximums swap as well during the minute, and if either of
charge upcasting the spell by a level to a maximum of 9 you drop to 0 hitpoints, you swap back immediately. When
charges: you swap back, all damage taken goes with you, but any
expended spells, points, or other abilities do not.

Pokémon Inspired Weapons & Items


245
491 - Darkrithe
Weapon (Scythe) – Artifact (requires attunement)
This black +4 scythe has a white plume on top, a red swirling Sleep (1 or more charges)
spike attaching the blade to the shaft with a blue gem Dissonant Whispers (1 or more charges)
embedded in it, a curved black guard over a white handle, Darkness (2 charges)
and a red spike pommel. Black wisps of shadow curl off the Shadow Blade (2 or more charges)
weapon like fog. Leomund's Tiny Hunt (3 charges)
While attuned to this scythe: you gain a fly speed of 30 feet; Catnap (3 or more charges)
you gain darkvision at a range of 120 feet and can see in Dispel Magic (3 or more charges)
magical darkness as if it was normal darkness; you can sense Shadow of Moil (4 charges)
the dreams of anyone asleep within 1000 ft of you; any Dream (5 charges)
creatures sleeping within 30 feet of you start experiencing Mordenkainen's Magnificent Mansion (7 charges)
horrifying nightmares on the end of your turn, taking 1d4 Maddening Darkness (8 charges)
psychic damage per round but not waking from the damage;
as an action you can touch a creature that is dreaming and You can also expend 4 charges to create magical darkness
consume their dream, doing 3d6 psychic damage to them per the Darkness spell, but any creatures that enters or start
and healing you for half the damage done to a minimum of 1 their turn within the darkness must make a DC 17 Wisdom
hitpoint. save or immediately fall asleep.
This scythe has 20 charges that refresh at midnight, which Attacks with this scythe do an additional 2d10 psychic
you can use to cast the following spells, with each extra damage.
charge upcasting the spell by a level to a maximum of 9
charges:

Pokémon Inspired Weapons & Items


246
492 - Shaymiao
Weapon (Dual Shortswords, Shield) – Artifact (requires attunement)
These white +4 shortswords have large holes in their blades This weapon has 20 charges that refresh at sunrise, which
and small bushes around the center of the guard. One sword you can use to cast the following spells, with each extra
has a thin 3-foot chain attached to the guard, which also has a charge upcasting the spell by a level to a maximum of 9
hole in it, while the other sword has a guard that curves over charges:
the handle and attaches to the pommel with wing-like flair on
the outer edge, as well as red cloth wrapped around the Entangle (1 charge)
handle. You can bring the two swords together and speak a Hail of Thorns (1 charge)
command word, which will cause the bushes to grow Purify Food and Drink (1 charge)
together over one another and across the swords as a Barkskin (2 charges)
Gracidea flower blooms in its center, turning them into a +4 Spike Growth (2 charges)
shield. Locate Animals or Plants (2 charges)
While attuned to this weapon: you gain the Druidcraft and Fly (3 or more charges)
Gust cantrips; you are immune to the poison condition and Plant Growth (3 charges)
poison damage, but vulnerable to cold damage; have Speak with Plants (3 charges)
advantage to hide in foliage; when in sunlight you are cured Aura of Purity (4 charges)
of non-physically induced status conditions (such as being Grasping Vine (4 charges)
grappled) at the start of your turn; status conditions you have Awaken (5 charges)
end or can be ended with a save at the start of your turn Wrath of Nature (5 charges)
instead of the end of you turn; when you cast a spell or use an Transport via Plants (6 charges)
ability that would inflict a status condition or disadvantage on Druid Grove (6 charges)
a roll, the save DC is increased by 1; and can sense any Wall of Thorns (6 charges)
diseased, polluted or poisoned lands or air within 50 miles of
you as well as the type and cause of the problem.
Attacks with these swords do an
additional 2d8
thunder damage, and
creatures hit must make a
DC 14 Constitution save or
attacks on them have advantage
until the end of their next turn.

Pokémon Inspired Weapons & Items


247
493 - Arcedius
Weapon (Greatsword) – Artifact (requires attunement)
These white +4 greatsword has a gold weave basket sheath Bless (1 or more charges)
with a hoop over the end with a green gem in its center. The Find Familiar (1 charge)
sword's guard is a gold hoop with four spikes radiating Shield (1 charge)
outward, with a dark grey handle and gold spike pommel. Shield of Faith (1 charge)
While attuned to this sword: you gain 5 cantrips of your Protection from Evil and Good (1 charge)
choice from Control Flames, Create Bonfire, Druidcraft, Create or Destroy Water (1 or more charges)
Gust, Infestation, Light, Mage Hand, Mending, Mold Earth, Find Steed (2 charges)
Poison Spray, Prestidigitation, Produce Flame, Ray of Frost, Create Food and Water (3 charges)
Sacred Flame, Shape Water, Shillelagh, Shocking Grasp, Conjure Animals (3 or more charges)
Spare the Dying, Sword Burst, Thorn Whip, Thunderclap, Protection from Energy (3 charges)
Toll the Dead, or Vicious Mockery, which can be changed Summon Lesser Demon (3 or more charges)
after a short or long rest. Find Greater Steed (4 charges)
Attacks with this sword do an additional 5d12 radiant Fire Shield (4 charges)
damage, and you can change the damage type after a short or Conjure Minor Elementals (4 or more charges)
long rest. The gem on the sheath and all the gold changes Conjure Woodland Beings (4 or more charges)
color depending on the type. Summon Greater Demon (4 or more charges)
This sword has 20 charges that refresh at sunrise, which Creation (5 or more charges)
you can use to cast the following spells, with each extra Conjure Elemental (5 or more charges)
charge upcasting the spell by a level to a maximum of 9 Conjure Fey (6 or more charges)
charges: Create Homunculus (6 charges)
Create Undead (6 or more charges)
Disintegrate (6 or more charges)
Conjure Celestial (7 or more charges)
Reverse Gravity (7 charges)
Holy Aura (8 charges)
Sunburst (8 charges)
Time Stop (9 charges)
Wish (9 charges)

Pokémon Inspired Weapons & Items


248
F14 - Sword of Beginnings and Ends
Weapon (Greatsword) – Artifact (requires attunement)
These white +5 greatsword has a gold weave basket around The item explodes in a sphere of magical energies, and all
the blade coming from the guard, with a double hoop over the creatures within that sphere must make a Dexterity save,
end with a green gem in its center, and a gold hoop with four taking half the damage on a save and full damage on a fail.
spikes radiating outward over the guard, as a white guard The sphere's radius, save DC and damage dice depend on the
curves down over the handle, with a dark grey handle and item's rarity, as detailed on the adjacent table. The damage
gold spike pommel. This sword has a strange magical aura type is in line with the item's property, such as fire-based
that makes moving sections of it look pixelated and add a items doing fire damage, armor shattering into slashing
purple glow. damage, and so forth.
While attuned to this sword, you gain 6 cantrips of your
choice from any class, which you can change after a short or Rarity Damage Save DC Sphere Radius
long rest. Common 3d6 10 10 feet
Attacks with this sword do an additional 18d6 force Uncommon 6d6 13 15 feet
damage, and you can change the damage type after a short or
long rest. The gem and gold changes color depending on the Rare 10d6 16 30 feet
type. Very Rare 13d6 19 60 feet
This sword has 25 charges that refresh at sunrise, which
you can use to duplicate any item you are aware of (with the Legendary 16d6 22 90 feet
exception of this item), at a cost of 1 charge for a Common Artifacts 20d6 25 120 feet
item, 5 for Uncommon, 10 for Rare, 15 for Very Rare, 20 for
Legendary, and 25 for an Artifact. Cursed. This sword is cursed, and you become cursed as
You can also use the charges to soon as you touch the sword. Attacks on you always have
cast any spells you are aware of, advantage, you have disadvantage on all rolls, and your speed
with a charge for each spell is reduced to 10 feet.
level and each extra charge History itself is also corrupted, with any number of your
upcasting the spell by a accomplishments becoming attributed to other people.
level, to a maximum of 9 Your appearance will slowly start to change to resemble
charges. the magical energy surround the glaive, and your vision will
This sword can be used become cloudier with the magic. You will begin to see
to destroy magic items that duplicates of creatures and objects flicker in and out of
are not attuned to or held existence.
by a creature by stabbing the Any experience you earn is subtracted from your
item with the sword as an experience total instead of added.
action. If the item doesn't Nothing short of a Wish spell or divine intervention from
have a specific reaction upon an outside source can remove this curse, but this might not
destruction (such as the Bag fix any or all of the corruption to your history or appearance
of Holding), then the item is that you incurred.
destroyed is an explosive
manner once stabbed.

Pokémon Inspired Weapons & Items


249
487O - Girapikna
Weapon (Pike) – Legendary (87,400 gp, requires attunement)
This grey +3 pike has a gold blade with black grooves sits on This pike has 10 charges that refresh at sunset, which you
top of a gold crescent on top of the shaft, with several pitch can also use the charges to cast the following spells, with
black shadowy cords with red claws on the end hanging from each extra charge upcasting the spell by a level to a
within the crescent. A handle with a gold top and gold spikes maximum of 9 charges:
off the bottom curves over the handle before the end wraps
around the shaft. The top of the handle and bottom half of the Dissonant Whispers (1 or more charges)
guard is black with red stripes, and the pommel is a gold Darkness (2 charges)
spike. Pass Without Trace (2 charges)
This pike does an additional 2d10 necrotic damage. Misty Step (2 charges)
While attuned to this pike: you gain a fly speed of 30 feet; Shadow Blade (2 or more charges)
you can sense where your allies are within 60 feet of you and Dimension Door (4 charges)
when they are about to attack, and if caught in a spell or Shadow of Moil (4 charges)
attack of theirs, you have advantage to Dexterity rolls to avoid Banishment (4 or more charges)
the damage, taking half damage on a fail and no damage on a Far Step (5 charges)
save; you can see 60 feet into the Ethereal Plane when it is Teleportation Circle (5 charges)
on the Material Plane, and vice versa; and as an action you Planar Binding (5 or more charges)
can enter the Ethereal Plane from the Material Plane, or vice Arcane Gate (5 charges)
versa. You are visible on the Material Plane while in the Plane Shift (7 charges)
Border Ethereal, and vice versa, but can't affect or be affected Teleport (7 charges)
by anything on the other plane. Maddening Darkness (8 charges)
Any enemy within 60 feet of you that attempts to cast a Gate (9 charges)
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


250
F15 - Halberd of Space-Time Distortion
Weapon (Halberd) – Artifact (requires attunement)
This +4 halberd has a large gold blade with black groves and This halberd has 20 charges that refresh at midnight, which
three black cords with red claws hanging off the back. you can to cast the following spells, with each extra charge
Attaching the blade to the shaft is a set of double hoops side upcasting the spell by a level, to a maximum of 9 charges:
by side, with bars radiating off them making them resemble
gears, the right side a light blue, and the left side is pale pink Jump (1 charge)
and purple. The right side has a dark blue crystal embedded Expeditious Retreat (1 charge)
in top, while the left side has a pale pink discus in the center Longstrider (1 or more charges)
with a pink pearl embedded in the center. The shaft is dark Catapult (1 or more charges)
blue with a pale pink guard that curves down over the shaft Dissonant Whispers (1 or more charges)
and wrapped around the silver spike pommel. Blur (2 charges)
Attacks with this halberd do an additional 2d10 necrotic Darkness (2 charges)
damage and gain an improved critical of 1, where your range Pass Without Trace (2 charges)
on critical hits increases by 1, ie from critical hits on 20 to Misty Step (2 charges)
critical hits on 19 to 20. Shadow Blade (2 or more charges)
While attuned to this halberd: you always know when and Blink (2 charges)
where you are; you have advantage on History and Navigation Hold Person (2 or more charges)
rolls; you gain the Mending and Message cantrip; you are Haste (3 charges)
immune to changes to the past that would affect you; you gain Slow (3 charges)
a fly speed of 30 feet; you can sense where your allies are Thunder Step (3 or more charges)
within 60 feet of you and when they are about to attack, Dimension Door (4 charges)
and if caught in a spell or attack of theirs, you have Shadow of Moil (4 charges)
advantage to Dexterity rolls to avoid the damage, Banishment (4 or more charges)
taking half damage on a fail and no damage on a Banishing Smite (5 charges)
save; you can see 60 feet into the Ethereal Plane Far Step (5 charges)
when it is on the Material Plane, and vice versa; Teleportation Circle (5 charges)
and as an action you can enter the Ethereal Plane Hold Monster (5 or more charges)
from the Material Plane, or vice versa. You are Planar Binding (5 or more charges)
visible on the Material Plane while in the Border Arcane Gate (5 charges)
Ethereal, and vice versa, but can't affect or be Plane Shift (7 charges)
affected by anything on the other plane. Teleport (7 charges)
You can also sense all temporal or spacial travel, Maddening Darkness (8 charges)
including which plane of existence they're on, Gate (9 charges)
when they came from, as well as any temporal or Time Stop (9 charges)
spacial anomalies, their nature and how to resolve You can also use 3
them. charges to unleash a
Any enemy within 60 feet of you that attempts roar that
to cast a spell, use charges from a magic item, distorts time as an
use Ki points, use Sorcery points, or any other action. You roar in a
similar multi-point system to cause an effect 30-foot cone,
must use a 1 level higher spell slot or one more and all creatures
point/charge in order to cause the effect. This within take 6d6 force
does not apply to abilities like Rage, Bardic damage, and any time spells,
Inspiration, Channel Divinity, such as Haste, within the cone
Wildshape, and Divine Smite. are automatically ended. However,
you must rest afterwards,
becoming incapacitated until
the end of your next turn.

Pokémon Inspired Weapons & Items


251
494 - Victachi
Weapon (Longsword) – Artifact (requires attunement)
This cream-colored +4 longsword has a twisted blade that Bless (1 or more charges)
resembles fire, with a red tip that resembles an upside-down Burning Hands (1 or more charges)
V with a red-tipped wing on one side below that, and a guard Cure Wounds (1 or more charges)
curved downward over the handle that resembles another Heroism (1 or more charges)
wing. The pommel has a bright blue pearl embedded in it. Searing Smite (1 or more charges)
This sword does an additional 3d8 fire damage. Aid (2 or more charges)
While attuned to this sword: you and all of your allies Branding Smite (2 or more charges)
within 60 feet of you have +1 attack rolls, and all of your Invisibility (2 or more charges)
attacks count as magical for the purpose of determining Aura of Vitality (3 charges)
resistances; you gain the Fire Bolt, Guidance and Message Crusader's Mantle (3 charges)
cantrips; you gain a fly speed equal to your walking speed; Daylight (3 charges)
and you are resistant to fire and psychic damage. Sending (3 charges)
You can speak a command word and the blade will emit Fireball (3 or more charges)
bright light for 30 feet and dim light for another 30 feet, and Greater Invisibility (4 charges)
can be turned off by repeating the command word. Wall of Fire (4 or charges)
This sword has 20 charges that refresh at sunrise, which Circle of Power (5 or charges)
you can use to cast the following spells, with each extra Flame Strike (5 or charges)
charge upcasting the spell by a level to a maximum of 9 Investiture of Flame (6 charges)
charges: Sunbeam (6 charges)
Fire Storm (7 charges)
Sunburst (8 charges)

Pokémon Inspired Weapons & Items


252
F16 - Sword of the Undead Dragon
Weapon (Longsword) – Very Rare (34,400 gp, requires attunement)
This fiery orange +2 longsword has two sides to its blade, While attuned to this sword: you are not affected by
one orange, the other purple, which wrap around each other nonmagical difficult terrain; and three times between long
at the base of the blade. The guard is shaped to resemble rests you can, as an action, become ghostly for a maximum of
outstretched dragon wings with blue membranes and purple 1 minute each.
wrappings around the centers of the wings, and like a dragon
skull in the center of the guard. The pommel has three white Ghostly form
spikes in it. While ghostly, you become incorporeal, your walking speed
Attacks with this sword do an extra 2d6 fire damage. You becomes a hovering speed, and you can move through other
can speak a command word and the eyes in the skull will creatures and objects as if they were difficult terrain. You take
light up with purple-pink fire, emitting normal light in a 15- 1d10 force damage if you end your turn inside an object, and
foot radius and dim light for an additional 15 feet. 2d10 force damage if the form ends while inside an object
Once a day, recharging at dawn, you can us an action to before being pushed to a nearby empty space. You can end
unleash a 20-foot long line of fire that is 5 feet wide from the the form anytime you want. While ghostly you gain:
sword. Each creature in that line must make a DC 16
Dexterity saving throw, taking 4d6 fire damage on a failed Immunity to necrotic and poison damage
save, or half as much damage on a successful one. Resistance to bludgeoning, piercing, and slashing damage
Any creature that starts its turn within 30 feet of you and from nonmagical weapons
can see the sword, even if ghostly, must make a DC 16 Immunity to the frightened, grappled, paralyzed, petrified,
Wisdom saving throw or be frightened of you for 1 minute. poisoned, prone, restrained, and unconscious conditions
They can repeat the saving throw at the end of each of its Darkvision out to 60 ft
turns, with disadvantage if they are looking in the direction of Your attacks do an additional 3d6 necrotic damage, and
the sword. If a creature succeeds on a saving throw or the the target must make a DC 16 Constitution save or be
effect ends, the creature is immune to being frightened like paralyzed until the end of their next turn.
this for the next 24 hours.
If the target isn't surprised by the sword's
appearance, the target can avert their eyes
and avoid making the initial saving throw. While
averting its eyes, the creature has disadvantage on
attack rolls against you.

Pokémon Inspired Weapons & Items


253
F17 - Halberd of the Bad Clam
Weapon (Halberd) – Rare (1820 gp, requires attunement)
This purple +1 halberd has a blade made of a horned shell Ghostly form
carved into a ring, with a large spike on top, a black pearl While ghostly, you become incorporeal, your walking speed
held in the center, and three small cone shells hanging from becomes a hovering speed, and you can move through other
the backside. A purple ethereal haze seems to emanate from creatures and objects as if they were difficult terrain. You take
the pearl. 1d10 force damage if you end your turn inside an object, and
This halberd does not suffer any of the disadvantages of 2d10 force damage if the form ends while inside an object
being used underwater. Attacks with it do an additional 1d6 before being pushed to a nearby empty space. You can end
necrotic damage, and the target must make a DC 13 the form anytime you want. While ghostly you gain:
Constitution save or be paralyzed until the end of their next
turn Immunity to necrotic and poison damage
While attuned to the halberd: you gain +1 AC; you are not Resistance to bludgeoning, piercing, and slashing damage
affected by nonmagical difficult terrain; and once between from nonmagical weapons
long rests you can, as an action, become ghostly for a Immunity to the frightened, grappled, paralyzed, petrified,
maximum of 1 minute each. poisoned, prone, restrained, and unconscious conditions
Darkvision out to 60 ft
Your attacks do an additional 3d6 necrotic damage, and
the target must make a DC 16 Constitution save or be
paralyzed until the end of their next turn.

Pokémon Inspired Weapons & Items


254
F18 - Rapier of the Lost Soul
Weapon (Rapier) – Very Rare (19,810 gp, requires attunement)
This +2 bone rapier has ethereal purple cloth and pale brown While attuned to this rapier: you gain the Toll the Dead
leather tying the bones together, with an animal skull and cantrip (DC 15): you are not affected by nonmagical difficult
several small rib bones as the guards. terrain; and three times between long rests you can, as an
Any creature that starts its turn within 30 feet of you and action, become ghostly for a maximum of 1 minute each.
can see the rapier, even if ghostly, must make a DC 16 The rapier has one charge, refreshing at midnight, which
Wisdom saving throw or be frightened for 1 minute. They can you can expend to cast Spirit Guardians (DC 15).
repeat the saving throw at the end of each of its turns, with
disadvantage if they are looking in the direction of the rapier. Ghostly form
If a creature succeeds on a saving throw or the effect ends, While ghostly, you become incorporeal, your walking speed
the creature is immune to being frightened like this for the becomes a hovering speed, and you can move through other
next 24 hours. creatures and objects as if they were difficult terrain. You take
If the target isn't surprised by the rapier's appearance, the 1d10 force damage if you end your turn inside an object, and
target can avert their eyes and avoid making the initial saving 2d10 force damage if the form ends while inside an object
throw. While averting its eyes, the creature has disadvantage before being pushed to a nearby empty space. You can end
on attack rolls against you. the form anytime you want. While ghostly you gain:
You can also speak a command word as an action, and the
rapier will gently point in the direction of your nearest parent, Immunity to necrotic and poison damage
or to their nearest killer if they were killed by someone and Resistance to bludgeoning, piercing, and slashing damage
that person is still alive. Parents can include adoptive parents from nonmagical weapons
or grandparents, whomever you consider your primary Immunity to the frightened, grappled, paralyzed, petrified,
parental figures. If everyone who might qualify has passed or poisoned, prone, restrained, and unconscious conditions
is on another plane of existence, it will not point towards Darkvision out to 60 ft
anyone. This effect can be turned off by repeating the Your attacks do an additional 3d6 necrotic damage, and
command word. the target must make a DC 16 Constitution save or be
paralyzed until the end of their next turn.

Pokémon Inspired Weapons & Items


255
F19 - Sword of the Mindstorm
Weapon (Greatsword) – Very Rare (28,050 gp, requires attunement)
This golden yellow +2 greatsword's blade is split down the Attacks with this sword do an additional 2d6 psychic damage
center, with a purple orb floating just above the hilt. A and 2d6 lighting damage, plus the target must succeed a DC
constant spark of purple electricity sizzles between the 18 Intelligent save or have disadvantage on their next attack,
blades. The black guard has a yellow ribbon with black and a DC 16 Constitution save or be paralysed until the end
stripes tied to it and over the black handle to the gold of their next turn.
pommel, which has a blade arched around a bulb, which can Attacks against mechanical and clockwork constructs with
be used to perform dagger attacks. the sword have advantage.
While attuned to the sword: you have advantage on all You can speak a command word and the spark between the
Intelligence related rolls; you are immune to being magically blades will power up, emitting normal light in a 15-foot radius
put to sleep; you are resistance to lighting damage; and if an and dim light for an additional 15 feet.
enemy magically inflicts a status condition on you, such as
Blinded or Paralyzed, with the exception of Sleep or Death,
they are also inflicted with that condition unless already
afflicted with another condition.

Pokémon Inspired Weapons & Items


256
F20 - Sword of the Triumvirate
Weapon (Dual-Blade Sword) – Very Rare (48,050 gp, requires attunement)
This blue +2 dual-blade sword has a yellow jagged lighting Attacks with red blade do an additional 3d6 fire damage,
bolt shaped blade at one end with a jagged white curved while the yellow blade does an additional 3d6 lighting
guard, and a other has a red blade with a fiery curved guard. damage and when a creature is hit they must make a DC 18
The center of the sword is a blue hoop with radiating blue Constitution save or be paralysed until the end of their next
spikes and cream-color webbing between then. Three small turn.
crystals, one blue, one red, and one green, sit floating in the
center of the hoop Dual-Blade Swords
While attuned to this sword: you gain a swim speed of 60 Dual-Blades are a type of sword with two bladed ends. The
feet; the ability to breath water; advantage on Athletic and shape of the blades can vary, even between the two ends.
Stealth rolls while swimming; you have resistance to cold, Common Dual-Blades are Martial Melee Weapons, cost 30
fire, lighting and thunder damage; you gain the Shape Water, gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
Shocking Grasp and Produce Flame cantrips; if you would handed property. Anyone proficient with Longswords or
take damage from water, such as a crashing wave or Greatswords has proficiency with Dual-Blades.
whirlpool, you are instead healed; if in rain or water any A single Dual-Blade can be wielded like you are fighting
status conditions not being physically induced (ie grappled, with two weapons, per Two-Weapon Fighting on PHB 195,
restrained) are healed at the start of your turn; and if you are but they require a lot of concentration, and so you have
hit by fire damage or are affected by a status condition you disadvantage on Concentration saves while wielding a Dual-
have advantage on your next attack roll, even if that status Blade.
condition would give disadvantage.
The sword has 9 charges, which refresh at dawn, and can
be used to cast the following spells:
Create or Destroy Water (1 or more charges)
Chromatic Orb (1 or more charges)
Witch Bolt (1 or more charges)
Aganazzar’s Scorcher (2 or more charges)
Flaming Sphere (2 or more charges)
Call Lightning (3 or more charges)
Fireball (3 or more charges)
Lightning Bolt (3 or more charges)
Wall of Water (3 charges)
Control Water (4 charges)
Fire Shield (4 charges)
Wall of Fire (4 or more charges)
Watery Sphere (4 charges)
Chain Lightning (6 charges)
Prismatic Spray (7 charges)
Prismatic Wall (9 charges)
Storm of Vengeance
(9 charges)

Pokémon Inspired Weapons & Items


257
F21 - Staff of the Pink Flowers
Staff () – Very Rare (30,400 gp, requires attunement)
This blue-green staff has a large frilly pink blooming on top, The staff has 9 charges, which refresh at dawn, and can be
with the inner petals having white spots on them, and the used to cast the following spells:
outer row of petals having a white edge. The green bud below
the flower has white thorns and long green vines that wrap Entangle (1 charge)
around the staff. A palm leaf acts as the staff's pommel. Hail of Thorns (1 charge)
While attuned to the staff: you gain a +2 bonus to spell Barkskin (2 charges)
attack and damage rolls; +2 to your spell DCs; if you are in Spike Growth (2 charges)
direct sunlight, any status conditions you have not being Plant Growth (3 charges)
physically induced (ie grappled, restrained) are healed at the Speak with Plants (3 charges)
start of your turn; you can also speak a command word and it Grasping Vine (4 charges)
will pull towards the nearest place that would be good to Wrath of Nature (5 charges)
plant a plant; all plant-based spells and abilities done within Transport via Plants (6 charges)
30 feet of the staff will do 50% more damage or otherwise be Druid Grove (6 charges)
50% more effective; and you gain the Thorn Whip cantrip Wall of Thorns (6 charges)
using wisdom as your spellcasting modifier. You can use an action to expend 1 charge and cause a
As an action, you can plant the bottom of the staff into the flower to sprout from a patch of earth or soil within 5 feet of
ground and emit a sweet scent from the staff. All creatures you, or from the staff itself. Unless you choose a specific kind
within 30 feet of you must make a DC 16 Constitution save or of flower, the staff creates a mild scented pink geranium. The
have disadvantage on Dexterity saves until the end of their flower is harmless and nonmagical, and it grows or withers
next turn, and the next attack on them has advantage. as a normal flower would.

Pokémon Inspired Weapons & Items


258
F22 - Sword of Twisted Thunder
Weapon (Shortsword) – Very Rare (29,890 gp, requires attunement)
This +2 shortsword has a twisted black and gold blade like a Attacks with this sword can do an additional 3d6 damage,
drill, a green hilt with a glowing purple orb in its center, and either lighting, psychic or a mix of the two, your choice.
white wing-like cross guards with red and black tips. The While attuned to the sword, an electric field surrounds you,
sword has a double handle that is connected and wrapped in and anyone you come in physical contact with, such as
red cloth. through hits with this sword, unarmed strikes or grapple
While attuned to this sword: you are resistant to lighting attempts, will get a shock and must succeed a DC 19
and psychic damage; if you are put to sleep by outside forces, Constitution save or be paralysed until the end of their next
you automatically wake up at the end of your next turn; once turn. This effect can be turned on and off with a command
between long rests, as an action you can give yourself word, and can only be attempted on a creature once per
Truesight (PHB 185) at a range of 120 ft for 10 minutes; and round
if an enemy casts a spell on you that includes the possibility
of inflicting any status condition that won't be physically Truesight (From PHB 185)
induced (such as being knocked prone and not grappled or Truesight allows you to see in normal and magical darkness,
restrained by vines), this is magically bounced back at the see invisible creatures and objects, automatically detect
enemy who now has to perform whatever save (if any) visual illusions and succeed on saving throws against them,
required or be afflicted by the status condition, while you do and perceives the original form of a shapechanger or a
not. This does not apply to damage, which you still take. creature that is transformed by magic. Furthermore, you can
see into the Ethereal Plane.

Pokémon Inspired Weapons & Items


259
F23 - Axe of Chained Magma
Weapon (Chain Axe) – Very Rare (29,870 gp, requires attunement)
This +2 steel chain axe has a broad, flat axe head at one end Attacks with this axe do an additional 2d6 fire damage.
of it's chain, with a red and yellow flame pattern on the With a command word, you can make flames spew from
blade's center. Three links right after having perpendicular around the bottom of the axe head, adding 1d6 fire damage to
spikes coming off them, and a pointed weight at the other attacks with the axe, as well as emitting normal light in a 15-
end, which also has red and yellow flame patterns on it. foot radius and dim light for an additional 15-feet, and can be
While attuned to this chain axe: you have resistance to non- turned off by repeating the command word.
magical slashing, piercing or bludgeoning damage; resistance
to fire damage; can travel through magma without taking Chain Axe
damage; resistance to being knocked prone; immune to being Chain Axes are Martial Melee Weapons, functioning as a
magically put to sleep; gain 20 feet of burrowing speed; gain cross between a Flail and a Hand Axe, and anyone proficient
the Create Bonfire cantrip; if you perform an attack or spell with those weapons has proficiency with a Chain Axe.
that has additional effects to doing damage, such as causing a A common chain axe is a 10-foot chain with a broad axe
status condition or imposing disadvantage on rolls, you can head on one end, and a small weight on the other end for
choose to substitute all of the effects for an additional balance. Using a chain axe requires a lot of concentration,
damage dice per effect to the attack or spell; and once and so you have disadvantage on Concentration saves while
between long rests, when you are reduced to 0 hit points but wielding a chain axe. Common chain axe cost 30 gp, do 1d8
not killed outright, you can drop to 1 hit point instead. slashing, weight 8 lb., and have the finesse, heavy, two-handed
and reach properties, but you have disadvantage on the
attack roll with reach.

Pokémon Inspired Weapons & Items


260
F24 - Geyser Rifle
Weapon (Hunting Rifle) – Very Rare (33,900 gp, requires attunement)
This light blue +2 water rifle has a plate on the front of the The rifle does not suffer any of the disadvantages of being
black barrel that resembles a seahorse head, with a set of used underwater, and holds 5 shots at a time before needing
horns on top and a mane resembling yellow and orange to be reloaded. Reloading takes an action, provided you have
flames off the back. A telescope is attached to the top of the an easy to use water source at hand like a waterskin or a
gun, making objects viewed through it magnified to twice bucket of water you can submerge the gun in, where a pint of
their size. A black blade is attached to the from of the rifle, water is poured into a slot that can be opened on the top of
which can be used to make dagger attacks. A hatch on the the rifle. The water must be free of pollutants and debris,
bottom of the handle can be opened to reveal a water otherwise the gun won't fire and will need to be cleaned out,
reservoir that can be filled with a pint of water. A white stripe but either fresh or salt water can be used. One shot can be
of cloth is wrapped around the handle and then tied to the used to make an attack against a target at a range of 160/240
barrel, acting as a carry strap. as it fires a compressed bullet of super heated water. On a
While attuned to the rifle: you have a swim speed equal to successful hit, they take 2d10 piercing damage and 3d6 fire
your walking speed; you can breathe underwater; you have damage. If you roll a critical hit on an attack, you roll 6d10
advantage on Intimidation rolls; are immune to fire damage; piercing damage and 8d6 fire damage instead of 4d10 and
and if you are hit with fire damage or at half or less of your hit 6d6.
points, any fire-based spells and abilities you do do will 50% You can speak a command word to have the fire mane on
more damage or are otherwise effective. If both conditions the rifle shine magical normal light in a 15-foot radius and
apply, you do double damage. dim light for an additional 15 feet, and can be turned off by
See DMG 267 for specifics about rifles. Rifles are repeating the command word. When the light is on, you are
considered Martial Ranged Weapons, and this rifle has a surrounded by a shimmering heat haze that makes you and
range of 160/240 thanks to the scope, the two-handed and any Large or smaller creature you're riding difficult to see,
loading properties, holding 5 shots made from a pint of water, making attacks on you
weighting 8 lbs when empty. It is shot similarly to a crossbow, have disadvantage.
but requires its own proficiency, and uses Constitution as its
attack modifier, but doesn't use a damage modifier beyond
the +2.

Pokémon Inspired Weapons & Items


261
F25 - Swords of Shadow Fire
Weapon (Dual Shortswords) – Very Rare (32,700 gp, requires attunement)
These matching black +2 shortswords have a curved tip and You can speak a command word to have the fiery parts of the
fiery streak down the blade, turning into a small triangular blades shine normal light in a 15-foot radius and dim light for
point off the side of the blade, followed by a larger triangle an additional 15 feet, and can be turned off by repeating the
below that. The cross guard only covers one side with a fiery command word.
orange rhombus with a black center that resembles an ear, The swords have 9 charges, which refresh at dawn, and
with golden fur trim below that. A gold pommel attaches to a can be used to cast the following spells:
3.5 foot long black chain that connects the two swords.
While attuned to these swords: you gain the Produce Inflict Wounds (1 or more charge)
Flame and Eldritch Blast cantrips; gain darkvision out to 60 Darkness (2 charges)
feet; are resistant to necrotic, fire and cold damage; immune Aganazzar’s Scorcher (2 or more charges)
to psychic damage; you are immune to being stunned; have Flaming Sphere (2 or more charges)
advantage when attacking undead; any status conditions you Ray of Enfeeblement (2 charges)
are inflicted with not being physically induced (ie grappled, Enemies Abound (3 charges)
restrained) are automatically inflicted on any enemy that hits Fireball (3 or more charges)
you provided they are not immune to it; and if you are hit by Death Ward (4 charges)
fire damage or are affected by a status condition, you have Shadow of Moil (4 charges)
advantage on your next attack roll, even if that status Wall of Fire (4 or more charges)
condition would give disadvantage.

Pokémon Inspired Weapons & Items


262
F26 - Staff of Mental Shadows
Staff () – Very Rare (32,700 gp, requires attunement)
This lavender shakujō staff has two large gold rings on top, The staff has 9 charges, which refresh at sunset, and can be
one atop the other, with smaller golden ring hanging off the used to cast the following spells:
top ring and a gold spike on top. A gold decoration hangs
down in the bottom ring, holding a red-black orb in its center, Dissonant Whispers (1 or more charge)
as well as lavender and navy ribbons tied to the side that flair Inflict Wounds (1 or more charge)
out like ears. A black ribbon is tied around the shaft and rings Darkness (2 charges)
where they meet, with its two long end hanging freely, a gold Darkvision (2 charges)
strip across each end. Detect Thoughts (2 charge)
While attuned to the staff: you gain a +2 bonus to spell Mind Spike (2 or more charges)
attack and damage rolls; +2 to your Spell DC; the Eldritch Ray of Enfeeblement (2 charges)
Blast and Mage Hand cantrips; darkvision out to 60 feet; you Shadow Blade (2 charges)
are immune to being stunned; resistant to necrotic damage; Clairvoyance (3 charges)
immune to psychic damage; have advantage when attacking Enemies Abound (3 charges)
undead; and any status conditions you gain not being Death Ward (4 charges)
physically induced (ie grappled, restrained) are automatically Synaptic Static (5 charges)
inflicted on any enemy that hits you, provided they are not Maddening Darkness (8 charges)
immune to it.

Pokémon Inspired Weapons & Items


263
F27 - Spear of Burning Sludge
Weapon (Spear) – Rare (3160 gp, requires attunement)
This purple +1 spear has a red blade on a half melted red You can also speak a command word as a bonus action, even
hoop that secretes a caustic purple ooze. after you've thrown the spear, and have the spear explode.
While attuned to the spear, you have resistance to poison This destroys the spear as it turns to non-magical burning
and cold damage. sludge, and ends your attunement. Any creature within 30
The spear smells quite putrid and foul, like burning feet of the spear must make a DC 15 Dexterity save, taking
garbage. Any creature with a sense of smell that starts its 3d10 fire damage and 3d6 poison damage on a fail and half
turn within 10 feet of the spear must succeed on a DC 14 as much on a success. Anything flammable within range
Constitution saving throw or be poisoned until the start of its ignites. If a target was hit by the spear on the same turn it
next turn. On a successful saving throw, the creature is explodes, they have disadvantage on the Dexterity save.
immune to the spear's stench for 24 hours. The spear is also destroyed if submerged in water, or takes
Attacks with this spear do an extra 1d6 fire damage, and at least 30 cold damage in a single turn, both of which cause
the target must make a DC 14 Constitution save or take 2d6 it to loose its heat and turns into a simple hardened spear, as
poison damage and be poisoned until the end of their next well as if the Purify Food and Drink spell is cast upon it, or
turn, or half the damage on a save. enters the area of the Aura of Purity spell, both of which
cause it to turn into black sand.

Pokémon Inspired Weapons & Items


264
F28 - Sword of Cold Logic
Weapon (Greatsword) – Legendary (68,310 gp, requires attunement)
This white-gray +3 greatsword has a double blade with Attacks with this sword do an additional 4d8 psychic damage
patterns that resemble an insect wing upon them. The guard on a hit, as well as an additional 1d8 psychic damage if you
had a red metallic finish around a purple triangle. The handle are below half you hitpoints, and do not use the target's
is wrapped in a purple cloth, with one end hanging off the top Armor Class to determine hits, but rather the target's
of the blade. A large red spike acts as the pommel. While Intelligence score.
solid metal, it feels strangely light and only weights 1 lb, If the spell Heat Metal is cast on the sword or it is
giving this sword the light property. submerged in lava or an equally powerful heat for a full
While attuned to this sword; you have advantage on minute, the sword is destroyed as it melts apart into pieces of
Intimidation and Intelligence rolls: gain the Mage Hand and scrap metal.
Vicious Mockery cantrips: you gain resistance to non-magical The sword has 15 charges that refresh at midnight, and
slashing, piercing or bludgeoning damage; you are resistance can be used to cast the following spells, and additional
to psychic damage; you are immune to poison damage and charges can be used to upcast at one charge per level to a
the poison condition; but are now vulnerable to fire damage; maximum of 9 charges.
and you gain a hover speed of 30 feet.
Any enemy within 30 feet of you that attempts to cast a Detect Thoughts (2 charge)
spell, use charges from a magic item, use Ki points, use Misty Step (2 charges)
Sorcery points, or any other similar multi-point system to Mind Spike (2 or more charges)
cause an effect must use a 1 level higher spell slot or one Clairvoyance (3 charges)
more point/charge in order to cause the effect. This does not Dominate Beast (4 or more charges)
apply to abilities like Rage, Bardic Inspiration, Channel Synaptic Static (5 charges)
Divinity, Wildshape, and Divine Smite. Telekinesis (5 charges)
Rary's Telepathic Bond (5 charges)
Dominate Person (5 or more charges)
Teleport (7 charges)
Telepathy (8 charges)
Dominate Monster (8 or more charges)
Psychic Scream (9 charges)

Pokémon Inspired Weapons & Items


265
F29 - Trident of Accursed Fire
Weapon (Trident, Cursed) – Very Rare (31,720 gp, requires attunement)
This pale-gold +2 trident has one side prong that is made of Curse. The trident is cursed, and will impose a curse upon
nine tails, while the other looks like a demonic black horn anyone who improperly touches one of the tails, including the
with bone white stripes and a red underside. The center holder. If anyone attempts to physically inspect the trident,
prong resembles a horned white half-skull. A black devil tail grapple or restrain someone holding the trident, or attempts
hangs from the top of the trident, and a black spike acts as to take the trident from the holder, they must succeed a DC
the pommel. 15 Wisdom save. If they fail, they are either, at the DM's
While attuned to this trident: you have advantage on discretion:
Intimidation and Performance rolls: if you are magically put
to sleep you will automatically wake up at the end of your Changed into a random (per the DM's choice) CR 1/4 or
next turn: and if you take fire damage you have advantage on less Beast, Plant, Elemental, Aberration or Fey, like a Cow,
your next attack. Flumph, Awaken Shrub, as if by the Polymorph spell but
Attacks with this trident do suffer the disadvantages of without an ending duration. Remove Curse can undo this
being used underwater, but attacks with this trident have effect if they've been afflicted for longer than an hour,
advantage if at least one of your non-incapacitated allies is otherwise it restores the hour time limit. The DM can use
within 5 feet of the target. the table below to randomly roll which creature they turn
The trident has 9 charges that refresh at sunset. You can into if they would like, or just pick one of those creatures.
use an action to expend 3 or more charges to cast the Teleported to the Fey Wilds or the Elemental Plane of
Fireball spell, or when you hit a target with an attack from the Fire, or to their home plane if they are native to a different
trident, you can expend 3 or more charges to cast Bestow plane than the one they are currently on.
Curse as part of the attack. Both
spells use a DC 16 save, and 1. Shrieker (MM 138) 11. Ixitxachitl (OotA 225)
each additional charge used 2. Quipper (MM 335) 12. Stench Kow (Volo 208)
upcasts the spell by a level. 3. Awaken Shrub (MM 317) 13. Velociraptor (Volo 140)
4. Vulture (MM 339) 14. Giant Fly (DMG 169)
5. Baboon (MM 318) 15. Cow (Volo 207)
6. Giant Fire Beetle 16. Violet Fungus
(MM 325) (MM 138)
7. Chwinga (ToA 216) 17. Vegepygmy (Volo 196)
8. Mule (MM 333) 18. Blink Dog (MM 318)
9. Boggle (Volo 128) 19. Sprite (MM 283)
10. Twig Blight (MM 032) 20. Pixie (MM 253)

Pokémon Inspired Weapons & Items


266
F30 - Lighting Strike Trident
Weapon (Trident) – Legendary (66,750 gp, requires attunement)
This gold +3 trident has jagged thunderbolt like prongs on a Any enemy within 30 feet of you that attempts to cast a spell,
black metal crest. A fur trim of gold and white around the use charges from a magic item, use Ki points, use Sorcery
crest sparks with electricity. Two long fang-like additions are points, or any other similar multi-point system to cause an
bolted to the side of the shaft just below the blade. The shaft effect must use a 1 level higher spell slot or one more
is wrapped in lavender cloth, and the pommel is an iridescent point/charge in order to cause the effect. This does not apply
blue star. to abilities like Rage, Bardic Inspiration, Channel Divinity,
Attacks with the trident do an addition 7d6 lighting Wildshape, and Divine Smite.
damage and when a creature is hit they must make a DC 18 The trident has 18 charges that refresh at noon, which can
Constitution save or be paralysed until the end of their next be used to cast the following spells, and additional charges
turn. can be used to upcast at one charge per level to a maximum
While attuned to the trident: you are resistant to lighting of 9 charges.
and thunder damage; immune to being stunned and
paralysed; gain the Lightning Lure and Shocking Grasp Witch Bolt (1 or more charges)
cantrips; can dash as a bonus action; and come under the Thunderwave (1 or more charges)
effect of the Wind Walk spell as long as you are attuned to the Thunderstep (3 or more charges)
trident, turning into the cloud form when you become Call Lighting (3 or more charges)
attuned. You can also sense any lighting storms within 50 Lighting Bolt (3 or more charges)
miles of you, when something was last truck by lighting Storm Sphere (4 or more charges)
(including magical lighting), and where non-magical lighting Chain Lighting (6 or more charges)
will strike a minute before it does within 50 miles of you.

Pokémon Inspired Weapons & Items


267
F31 - Greatsword of Volcanic Fire
Weapon (Greatsword) – Legendary (63,350 gp, requires attunement)
This orange +3 greatsword has jagged black strips across the Burning Hands (1 or more charges)
blade, and a dark red cross guard that sprouts from the Lesser Restoration (2 charges)
blade, all resting on a gold crown with thick cream fur trim. A Flaming Sphere (2 or more charges)
dark brown cloth wraps the handle, and a blue-grey triple Scorching Ray (2 or more charges)
spike with long cloudy grey fur trim. Fireball (3 or more charges)
Attacks with this sword do an addition 4d6 fire damage, Wall of Fire (4 or more charges)
and the target has disadvantage on their next attack. If you Greater Restoration (5 charges)
are hit by necrotic damage, the sword's fire damage increases Flame Strike (5 or more charges)
to 6d6 until the end of your next turn. Fire Storm (7 charges)
Any enemy within 30 feet of you that attempts to cast a Incendiary Cloud (8 charges)
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to If you spend all 15 of the sword's charges and 8 hours
cause an effect must use a 1 level higher spell slot or one focusing on a volcano while upon it, you can change a
more point/charge in order to cause the effect. This does not volcanoes' state up or down one level.
apply to abilities like Rage, Bardic Inspiration, Channel Volcano States
Divinity, Wildshape, and Divine Smite. Volcanoes generally come in four states. Going down the
While attuned to this sword: you gain resistance to fire states often takes centuries normally, if not millennia, but
damage; you are immune to being stunned; gain the Fire Bolt going up can happen in a day.
cantrip; can dash as a bonus action; when a creature you can #1 Erupting: The volcano is erupting lava in a dangerous
see attacks a target other than you and you are within 5 feet manner. The full effect of the eruption is up to the DM.
of the attacker or the target, you can use your reaction to #2 Active: Has regular volcanic activities, often with lava
impose disadvantage on the attack roll; you have advantage flows and/or volcanic vents, but this is not necessary.
on intimidation #3 Dormant: Has not seen regular volcanic activities for
rolls; if you several centuries, but the occasional rumble might occur.
intimidate someone This does not mean there aren't potential dangers though.
they have disadvantage #4 Extinct: Has not seen regular volcanic activities for
on their next ability or several millennia. It might be considered dead, but it could
attack roll; and can sense still be dangerous, just waiting as it builds pressure.
any volcanoes within 50 miles
of you and their status as well as
how long it's been since it last erupted.
The sword has 15 charges that refresh at noon,
which can be used to cast the following spells, and
additional charges can be used to upcast at one charge per
level to a maximum of 9 charges.

Pokémon Inspired Weapons & Items


268
F32 - Fire Plume Spear
Weapon (Spear) – Artifact (requires attunement)
This orange +4 spear has set of gold spikes around the large While holding the spear, you can speak a command word and
blade that resemble bird claws, with golden wings of fire it will emit magical light, normal light in a 30-foot radius and
coming off them below that. A dark red spike acts as the dim light for an additional 30-feet, and can be turned off by
pommel. repeating the command word.
Attacks with this spear do an additional 5d6 fire damage, The spear has 18 charges that refresh at noon, which can
and when a target is hit, they must make a DC 15 be used to cast the following spells, and additional charges
Constitution save or gain a level of exhaustion from sudden can be used to upcast at one charge per level to a maximum
heatstroke. of 9 charges.
As an action, you can swing the spear around you and send
out a wave of heat. Each creature of your choice within 60 Burning Hands (1 or more charges)
feet of you must succeed on a DC 15 Constitution saving Lesser Restoration (2 charges)
throw or gain a level of exhaustion from sudden heatstroke. If Flaming Sphere (2 or more charges)
a creature is immune to fire damage, they are immune to this Scorching Ray (2 or more charges)
effect. Fireball (3 or more charges)
Any enemy within 30 feet of you that attempts to cast a Wall of Fire (4 or more charges)
spell, use charges from a magic item, use Ki points, use Greater Restoration (5 charges)
Sorcery points, or any other similar multi-point system to Flame Strike (5 or more charges)
cause an effect must use a 1 level higher spell slot or one Fire Storm (7 charges)
more point/charge in order to cause the effect. This does not Incendiary Cloud (8 charges)
apply to abilities like Rage, Bardic Inspiration, Channel If you spend 15 of the spear's charges and 8 hours focusing
Divinity, Wildshape, and Divine Smite. on a volcano while upon it, you can change a volcanoes' state
Anyone who attempts to grapple or restrain you while you up or down one level.
are holding the spear must succeed a DC 13 Dexterity save
or take 2d6 fire damage from contact with the spear.
While attuned to this spear: you are immune to fire
damage; submerging yourself in incredibly hot substances,
like magma, heals you for 1/10th the damage it would cause,
rounding up; you are immune to being stunned;
gain the Fire Bolt cantrip; can dash as a bonus
action; and can sense any volcanoes or open
magma within 50 miles of you and their status
as well as how long it's
been since it last
erupted.

Pokémon Inspired Weapons & Items


269
F33 - Fire Feather Longbow
Weapon (Longbow) – Very Rare (28,130 gp, requires attunement)
This navy-blue +2 longbow is made of a bird's wing and red Attacks with this bow on undead creatures bypass any
willow, with a long strip of light orange fur wrapped around damage resistances or immunities the creature might have to
the wing leading to an orange pointed furry ear just above the damage from this bow, including damage using magical
handle. The willow wraps around a fiery orange gem just arrows.
below the handle, while the handle is wrapped in navy-blue While holding the bow, you can speak a command word
and orange cloth. and the gem will emit magical light, normal light in a 15-foot
While attuned to this bow: you are resistant to fire and cold radius and dim light for an additional 15-feet, and can be
damage; you gain the Produce Flame cantrip; you have turned off by repeating the command word.
advantage on rolls to prevent being frightened: if you are This bow has 6 charges, which refresh at dawn, and can be
suffering from a status condition this bow does and used to cast the following spells, and additional charges can
additional 1d8 piercing damage; and if you are hit by fire be used to upcast at one charge per level:
damage or are affected by a status condition you have
advantage on your next attack roll, even if that status Aganazzar’s Scorcher (2 or more charges)
condition would give disadvantage. Flaming Sphere (2 or more charges)
Flame Arrows (3 or more charges)
Fireball (3 or more charges)
Wall of Fire (4 or more charges)

Pokémon Inspired Weapons & Items


270
F34 - Shocking Water Shortbow
Weapon (Shortbow) – Rare (2435 gp, requires attunement)
This light blue +1 shortbow has one arm made of a white fish Cursed. This bow is cursed. After you make an attack with
fin with a small horn above the handle. The bottom arm has the bow on a hostile target, roll 2d8. The first d8 denotes
two gold prongs with black striped sections between them. what rolls you now have advantage on, while the second
Electricity occasionally sparks between the prongs. denotes what rolls you now have disadvantage on, per the list
This bow doesn't require arrows, conjuring them out of below. If you roll the same thing, they cancel each other out.
water directly from the material plane of water when you The stats affected change after ever attack and last until your
speak a command word as part of your attack, and you can next attack or you remove the curse. If you roll a 7, the
then draw the arrow back like a normal bow. The arrows advantage/disadvantage applies to attacks against you. This
become regular water after impact. The bow does not suffer could result in attacks against you having advantage, while
any of the disadvantages of being used underwater. your attacks have disadvantage.
Any arrows fired with this bow do an extra 1d4 lighting
damage. When you hit a target with this bow, they must make 1. Strengh
a DC 10 Constitution save or be paralysed until the end of 2. Dexterity
their next turn. 3. Constitution
You can choose to give yourself disadvantage on an attack 4. Intelligence
with this bow in exchange for an additional 1d6 piercing 5. Wisdom
damage. You can't do this if you already have disadvantage. 6. Charisma
Critical hits with this bow do 3d6 piercing damage instead 7. Attacks on You
of 2d6. 8. Your Attacks

Pokémon Inspired Weapons & Items


271
F35 - Fire Starter Longsword
Weapon (Longsword) – Legendary (76,600 gp, requires attunement)
This +3 longsword has black blade with a glowing hot edge, Attacks with this sword gain an improved critical of 1, where
as if pulled straight from the forge. A bird's claw with dark your range on critical hits increases by 1, ie from critical hits
red feathers sits in the middle of the guard, with fiery orange on 20 to critical hits on 19 to 20, and do an extra 3d6 fire
fur trim, while orange and blue dragon wings act as the cross damage, with a critical hit doing 8d6 fire damage instead of
guard. The grey handle is wrapped in cream cloth, and a 6d6.
glowing hot spike acts as the pommel. The pommel can emit magical light with a command word,
While attuned to this sword: are immune to fire damage; normal light in a 30-foot radius and dim light for an
you have advantage on Intimidation rolls; you have advantage additional 30 feet. When the light is on, you are surrounded
on Dexterity rolls to avoid being grappled, restrained, or take by a shimmering heat haze that makes you and any Large or
damage; you gain 20 feet of movement; do not feel the effects smaller creature you're riding difficult to see, making attacks
of cold weather; and if the Heat Metal spell is cast on any of on you have disadvantage.
your equipment, the effect is instead adding to the sword's Once a day, recharging at dawn, you can us an action to
damage. unleash a 20-foot long line of fire that is 5 feet wide from the
If you are hit with fire damage or are at half or less of your sword. Each creature in that line must make a DC 16
hit points, any fire-based spells and abilities you do, including Dexterity saving throw, taking 4d6 fire damage on a failed
the damage from this sword, will do 50% more damage or are save, or half as much damage on a successful one.
otherwise effective. If both conditions apply, you do double
damage.

Pokémon Inspired Weapons & Items


272
F36 - Greatsword of the Fiery Guardians
Weapon (Greatsword) – Very Rare (27,850 gp, requires attunement)
This orange +2 greatsword has a 3 prone blade that look as if While attuned to the sword: you gain 20 feet of movement;
they have been pulled straight from the forge. A red cross resistance to fire damage; do not feel the effects of cold
guard with curved up ends and a V-like crest in its center, weather; when a creature you can see attacks a target other
with a large mane of cream fur below it. The handle is than you and you are within 5 feet of the attacker or the
wrapped with black and orange clothe, while the pommel is a target, you can use your reaction to impose disadvantage on
silver bird's claw open wide. the attack roll; you have advantage on Dexterity rolls to avoid
The whole sword is warm to the touch, attacks done with it being grappled, restrained, or take damage; you have
do an extra 3d6 fire damage and the target has disadvantage advantage on intimidation rolls; and if you intimidate
on their next attack. If you are hit by necrotic damage, the someone they have disadvantage on their next ability or
sword's fire damage increases to 5d6 until the end of your attack roll.
next turn. If you fall below half of your hitpoints, the sword If the Heat Metal spell is cast on the sword or any of your
does an additional 1d6 fire damage. Attacks with this sword equipment, you do not take damage from the spell and
gain an improved critical of 1, where your range on critical instead the damage it would do is adding to the sword's
hits increases by 1, ie from critical hits on 20 to critical hits damage.
on 19 to 20

Pokémon Inspired Weapons & Items


273
F37 - Soul Sand Scythe
Weapon (Scythe) – Legendary (52,500 gp, requires attunement)
This green +2 scythe has green and purple blades, all of them Scythes
cut threw, singing slightly when the halberd is swung and Scythes are Martial Melee Weapons, functioning as a cross
resonating when it hits something. The top of the scythe has between a Halberd, a Glaive and a Scimitar, and anyone
a copper crescent with rectangular pillars coming from it proficient with any of those weapons has proficiency with a
turns into a green stripped tail that wraps around a red orb in Scythe.
the center of the crescent. A similar but smaller copper A common scythe costs 20 gp, does 1d10 slashing damage,
crescent acts as the pommel with a silver spike coming out of weights 6lb., and has the heavy and two-handed properties.
it. The whole scythe feels sandy to the touch. Scythes cannot be used with the Polearm Master feat.
While attuned to this scythe: you are immune to difficult
terrain; have advantage on rolls against spells and abilities
that affect the ground (such as Earth Tremor); have
advantage to hide in sandy terrain; are immune to the effects
of sandstorms; you can go a week without water before
suffering from dehydration; and you can only take damage
from damage types that you are vulnerable to, but you
become vulnerable to Fire, Cold, Necrotic, and Bludgeoning
(both magical and non-magical) damage.
Attacks with this scythe do an additional 1d10 thunder
damage.

Pokémon Inspired Weapons & Items


274
F38 - Bird in Hand Longsword
Weapon (Longsword) – Very Rare (24,480 gp, requires attunement)
This +2 longsword is brown on one side and navy-blue on the While attuned to this sword, you have advantage on rolls to
other. The blade has a pink-gold rhombus tip nestled between prevent being frightened, and if you are suffering from a
the brown and blue halves of the blade. The cross guard is status condition this sword does an additional 1d8 slashing
made of two wings, one brown with cream tips, and the other damage.
navy-blue with a white underside. Both sides have long thin When a creature is hit with an attack from this sword, they
ribbons tied to the guard by the blade, yellow and pink on the must succeed a DC 14 Strength save or be knocked prone.
brown side, and navy blue with red tips on the other side. The Attacks with this sword on undead, plant or insectoid
brown handle has a pommel decorated with blue and white creatures bypass any damage resistances or immunities the
feathers. creature might have to damage from this sword, and they take
an extra 1d8 slashing damage.

Pokémon Inspired Weapons & Items


275
F39 - Greatsword of Raging Disaster
Weapon (Greatsword) – Very Rare (27,050 gp, requires attunement)
This blue +3 blue and black blade is made of several sections, While attuned to the sword: you have advantage on
each with a sharp spine coming off one side, and half of a intimidation rolls; if you intimidate someone, they have
cream oval poking up from the edge of each section. The disadvantage on their next ability or attack roll; if you are hit
cross guard has one side that looks like an outspread blue by an attack that uses shadows or does necrotic damage, you
wing, while the other side curves down over the handle. A gain advantage on your next attack; and you can sense when
long white ribbon is tied just below the guard on the black an impending natural disaster is going to strike within the
and white handle, with a black spike as the pommel. next 24 hours of your location, including as soon as a disaster
The sword does not suffer any of the disadvantages of is made imminent by magic or a creature's actions, such as by
being used underwater. destroying a dam; and you gain the ability to rage (PHB 48)
Attacks with this sword have an improved critical of 1, three times between long rests. If you already have the ability
where your range on critical hits increases by 1, ie from to rage, your number of rages increase by 3.
critical hits on 20 to critical hits on 19 to 20. When a target is Any enemy within 30 feet of you that attempts to cast a
hit by an attack from the sword, they have disadvantage on spell, use charges from a magic item, use Ki points, use
their next attack. Anytime you down a target with the sword, Sorcery points, or any other similar multi-point system to
you have advantage on your next attack. cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


276
F40 - Staff of the Sky Dragons
Weapon (Staff) – Very Rare (32,110 gp, requires attunement)
This sky-blue staff has a large blue pearl on top with a While attuned to this staff: you gain a +2 bonus to spell attack
sculpture of long blue dragon with large white wings arched and damage rolls; you know Draconic; you gain 10 feet of
skyward resting along its top. A bright white cloud floats swim speed; gain 40 feet of flying speed; you have advantage
around the bottom of the pearl, making the dragon look as if on Charisma rolls; advantage on Performance rolls to sing;
it is bursting from the heavens. Thin long ribbons are tied have advantage on stealth rolls when attempting to hide
just below the cloud, dangling freely, while the bottom of the underwater or in fog/clouds; if you are suffering from any
staff is shaped like a long blade, and can be used as a status conditions you gain +2 AC; you gain the ability to rage
longsword in a pinch. (PHB 48) one time between long rests, or if you already have
The weather around this staff is always being pushed the ability to rage, your number of rages increase by 1.; if you
towards warm, calm, and with light clouds, as if it has a are afflicted by a status condition you can remove with a
constant Control Weather spell in effect. If the staff is kept in saving throw, you can attempt the saving throw to remove it
one place, like a city or dungeon, the weather will last for at the start of your turn instead of the end of it; and as a
1d4+4 days before the effect dissipates. If the staff is moved reaction you can attempt to remove any status condition not
more than 5 miles that where it was at dawn or someone being physically induced (ie grappled, restrained). Roll 1d6,
other than you casts Control Weather within 1 mile of the and on a 5 or 6, you're cured of the condition as your skin
lance, then the effect reactivates. seems to shed a thin layer of magical energy that dissipates
The staff has 8 charges that refresh at dawn, and can be into the air.
used to cast the following spells:
Fog Cloud (1 or more charges)
Skywrite (2 charges)
Fly (3 or more charges)
Control Weather (8 charges)

Pokémon Inspired Weapons & Items


277
F41 - Dark Desert Duo
Weapon (Morningstar, Shield) – Legendary (65,300 gp, requires attunement)
This green +1 morningstar is made of cactus, complete with Once between long rests, you can use the morningstar to
large thorns on the head and a spike as the pommel. A three strike the ground to cast the Earthquake spell as an action,
foot chain connects the morningstar to a +3 shield made of with a DC 15 Concentration save and DC 17 Dexterity save
carved jade, with large spikes and black inlay on it. for the spell.
Attacks with the morningstar do an additional 1d8 piercing The weather around the duo is always being pushed
damage. towards hot, calm, and sunny, as if it has a constant Control
You can also speak a command word as an action while Weather spell in effect. If the duo is kept in one place, like a
swinging the morningstar around you, causing its needles to city or dungeon, this weather will last for 1d4+4 days before
shoot out. Any creatures within 15 feet of you must make a dissipating. If the duo is moved more than 5 miles that where
DC 16 Dexterity save, taking 1d8 piercing damage on a fail it was at dawn or someone casts Control Weather within 1
and half as much on a save. mile of the club, then the effect reactivates.
While attuned to the duo: if you are affected by a status If this duo is brought into a desert, an area suffering from
condition you have advantage on attack rolls; you have sever drought, or an otherwise sandy area, the duo's weather
advantage on Intimidation; you gain 20 feet of burrowing effect will cause a sandstorm to arise, lasting 1d4+4 days
speed; you have advantage on Dexterity rolls in sandy terrain; before dissipating, with the timer resetting anytime the club
you are immune to the effects of sandstorms; enemies always is used in combat, regardless of if a sandstorm is active or
have disadvantage on attack rolls targeting you in a not.
sandstorm; if you would take damage from water, such as a While in a sandstorm, you can also speak a command word
crashing wave or whirlpool, you are instead healed 1/4 of the as an action, causing a 30-foot radius sphere around you to
damage you would take rounding down; you can go a month become normal weather, with the sandstorm continuing
without water before suffering from dehydration; and as a beyond that. This effect can be turned off by repeating the
reaction you can attempt to remove any status condition not command word and ends if you are knocked unconscious.
being physically induced (ie grappled, restrained). Roll 1d6,
and on a 5 or 6, you're cured of the condition as your skin
seems to shed a thin layer of magical energy that dissipates
into the air.
You can also sense any sandstorms within 100 miles of
you, including those that will naturally form within the next
hour, how intense it is, how long it will last, and where it will
go over the next week or until it dissipates, whichever is
closer.

Pokémon Inspired Weapons & Items


278
F42 - Longbow of Dark Grace
Weapon (Longbow) – Very Rare (26,460 gp, requires attunement)
This blue-black +2 longbow has blade like arms and a spike While attuned to this bow: you can't have disadvantage from
off the handle that can be used as a dagger. The white handle non-magical means (such as dodge); have advantage on
has several decorative curves and flair, as well as a claw at Stealth rolls; gain 10 feet of climbing speed; if you are hit by
the top and bottom of the handle. Three long red ribbons are an attack that uses shadows or does necrotic damage, you
tied to the end of the handle, hanging freely. There is no gain advantage on your next attack; and you can sense when
bowstring on the bow, but when you go to notch an arrow, a an impending natural disaster is going to strike within the
bowstring made of magical darkness appears and acts as a next 24 hours of your location, including as soon as a disaster
normal bowstring. is made imminent by magic or a creature's actions, such as by
Attacks with this bow have an improved critical of 1, where destroying a dam.
your range on critical hits increases by 1, ie from critical hits Any enemy within 30 feet of you that attempts to cast a
on 20 to critical hits on 19 to 20, and deal an additional +1 spell, use charges from a magic item, use Ki points, use
cold damage on a hit, with an additional +1 cold damage for Sorcery points, or any other similar multi-point system to
each conscious ally within 15 feet of you. cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.

Pokémon Inspired Weapons & Items


279
F43 - Staff of Mind and Heart
Staff () – Very Rare (44,830 gp, requires attunement)
This staff has a gold crescent on top with a tall gold horn If an enemy magically inflicts a status condition on you, such
coming off the top, red bands around the lower half of the as Blinded or Paralyzed, with the exception of Sleep or
crescent, and the bottom end coated in red. A purple orb of Death, they are also inflicted with that condition unless
energy floats in the middle of the crescent. Long ribbons of already afflicted with another condition.
green, white and gold are tied just below the crescent at the Spells cast while attuned to this staff do an additional 2d6
top of the brown shaft. The red pommel has white flair where psychic damage, and the target must succeed a DC 18
it is attached to the shaft, and a long elegant green blade Intelligent save or have disadvantage on their next attack.
comes from it, allowing the staff to be used as a javelin in a Spell attacks against mechanical and clockwork constructs
pinch. while attuned to this staff have advantage.
While attuned to this staff: you gain a +2 bonus to spell This staff has 9 charges, and you can expend a charge to
attack and damage rolls; have advantage on all Intelligence cast Shield or Shield of Faith, 5 charges to cast Scrying, or as
related rolls; telepathy (MM 009) with a range of 120ft.; the an action you can also expend a charge to target a creature
Mage Hand and Minor Illusion cantrips; can cast Detect you can see and for 1 hour gain your pick of either: their
Thoughts at will; are resistant to psychic damage; and any saving throw modifiers (if higher than yours); their skill
status conditions you have not being physically induced (ie proficiencies (if higher than yours); their damage resistances
grappled, restrained) are automatically inflicted on any enemy and immunities; their senses, including their passive
that hits you provided they are not immune to it. perception if higher than yours; or one of the target's special
You can also sense your allies within 60 feet of you, when traits at random, with the exception of any spellcasting or
they are about to attack, and have advantage to Dexterity rolls legendary features. You can only have one of these effects
to avoid getting caught in their attacks, taking half damage on active at a time, with a new effect replacing the old one.
a fail and no damage on a save.

Pokémon Inspired Weapons & Items


280
F44 - Sword of the Dark Dogs
Weapon (Dual-Blade Sword) – Very Rare (43,345 gp, requires attunement)
This +2 dual-blade sword has a white handle with a dark navy Attacks with this sword have advantage if at least one of your
spiked bell guard covering it. The bottom blade is a pitch non-incapacitated allies is within 5 feet of the target, and have
black with a mane of fur where the blade connects to the an improved critical of 1, where your range on critical hits
handle, while the top blade is pitch black with hellish red increases by 1, ie from critical hits on 20 to critical hits on 19
curves along the back side and white bone ribs below the to 20.
blade's edge. The sword has 6 charges that refresh at midnight. When
While attuned to this sword: you have advantage on you hit a target with an attack from the sword, you can
Intimidation rolls; if you are magically put to sleep you will expend 3 or more charges to cast Bestow Curse as part of the
automatically wake up at the end of your next turn; if you are attack, at a DC 16 save, with each additional charge
afflicted with a status condition, you gain 15 feet of upcasting the spell by a level.
movement, even if the condition would prevent movement; Any enemy within 30 feet of you that attempts to cast a
have advantage on Perception checks that use smell; if you spell, use charges from a magic item, use Ki points, use
are hit by an attack that uses shadows, or does fire or Sorcery points, or any other similar multi-point system to
necrotic damage, you have advantage on your next attack; cause an effect must use a 1 level higher spell slot or one
anytime you down a target with the sword, you have +1 on more point/charge in order to cause the effect. This does not
your next attack roll to hit; and you can sense when an apply to abilities like Rage, Bardic Inspiration, Channel
impending natural disaster is going to strike within the next Divinity, Wildshape, and Divine Smite.
24 hours of your location, including as soon as a disaster is
made imminent by magic or a creature's actions, such as by
destroying a dam.

Pokémon Inspired Weapons & Items


281
F45 - Swiftfire
Weapon (Greatsword, Longbow) – Very Rare (49,520 gp, requires attunement)
This orange +2 greatsword is warm to the touch, and has a Attacks done with Swiftfire, regardless of form, do an extra
simmering golden blade with a black centerpiece attaching 3d6 fire damage and the target has disadvantage on their
the blades to the handle, a mane of soft orange and red next attack. When you take any damage, the fire damage
curled fur surrounding the guard. The handle is wrapped in increases to 5d6 until the end of your next turn. A critical hit
red and black cloth, and an obsidian rhombus acts as the with Swiftfire does 7d6 and 11d6 fire damage instead of 6d6
pommel. As a bonus action, you say a command word to turn and 10d6 fire damage respectfully.
the sword into a +2 longbow, with the blade splitting apart to If you are hit with fire damage or are at half or less of your
form the bow arms and the fur guard becomes straight, hard hit points, any fire-based spells and abilities you do (not
and pointy, holding the arms securely. A thin thread of fire including the fire damage done by Swiftfire) will do 50%
appears as the bow string, and acts as a normal bowstring. more damage or are otherwise effective. If both conditions
The fur guard can emit magical light with a command apply, you do double damage.
word, normal light in a 20-foot radius and dim light for an While attuned to Swiftfire: you are immune to fire damage;
additional 20-feet, and can be turned off by repeating the you gain 10 feet of movement and can dash as a bonus
command word. When the fire is on, you are surrounded by a action; you have advantage on Intimidation rolls; if you
shimmering heat haze that makes you and any Large or intimidate someone they have disadvantage on their next
smaller creature you're riding difficult to see, making attacks ability or attack roll; and when a creature you can see attacks
on you have disadvantage. a target other than you and you are within 5 feet of the
attacker or the target, you can use your reaction to impose
disadvantage on the attack roll.

Pokémon Inspired Weapons & Items


282
F46 - Spear of Icy Ivy
Weapon (Spear) – Very Rare (17,670 gp, requires attunement)
This green +2 spear has a large plant bulb on top with a thin The bulb on this spear is a living plant, and while it does not
layer of frost over it and spikes of ice across it. A large blade require water and sunlight to survive, does look much
of black ice sprouts from the center of the blub. Two long icy healthier with regular care.
blue ribbons hang from the bottom of the bulb, and a spike of You can use a bonus action to speak this spear's command
black ice acts as the pommel. word and make vines come out of the bulb for 1 minute. By
While attuned to this spear: you have advantage on rolls to using another bonus action to speak the command word
prevent being stunned; are unaffected by difficulty terrain; again, you can recall the vines.
you are immune to the effects of cold weather and cold You can make a melee attack using the vines, which have a
damage; and if you are hit by an attack that would do cold reach of 5 feet. Your proficiency bonus applies to the attack
damage, you are instead healed 1/10th of the cold damage it roll. On a hit, the target takes 1d6 bludgeoning damage and
would do, rounding down. 1d6 cold damage, and they must succeed on a DC 13
If you aren't wearing armor, you are covered in a thin layer Constitution saving throw or take 3d6 poison damage.
of ice resembling that on the head, which gives you +1 AC. The bulb and vines can be attacked while active. It has an
Attacks with this spear do an addition 1d6 cold damage. Armor Class of 15 and 20 hit points. If the bulb drops to 0 hit
points, the spear is destroyed. As long as it's not destroyed,
the staff regains all lost hit points when it reverts to its
inanimate form.

Pokémon Inspired Weapons & Items


283
F47 - Claw and Naw Cannon
Weapon (Handcannon) – Rare (6010 gp, requires attunement)
This red +1 handcannon looks like a giant crustacean claw Attacks with this cannon do not suffer any of the
with light blue trim. A cream-colored casing encloses the disadvantages of being used underwater.
back half of the handcannon. Two large red spikes come off The cannon does not use any ammunition, instead pulling
the back, and a small chain with a star charm hangs from the water to launch directly from the Elemental Plane of Water
bottom into the claw as an orb of water while the button on the
While attuned to this cannon: you can't have disadvantage handle is held down. The amount of time this takes varies
on attacks from non-magical means (such as the dodge however depending on the humidity of the area you are in. It
action); gain resistance to poison damage; if you have lost or takes 1 round in underwater/humid conditions, 2 rounds in
loose any teeth while attuned to the axe, the teeth will regrow normal conditions, and 3 rounds in arid conditions. Both
one at a time, each tooth taking 2d4 days; if you perform an hands must be holding the cannon and the button held down
attack or spell that has additional effects to doing damage, for the water to be drawn. You can take your finger off the
such as causing a status condition or imposing disadvantage button before it is ready, which will cause the water orb to
on rolls, you can choose to substitute all of the effects for an dissipate. Once the orb is ready however, taking your finger
additional damage dice per effect to the attack or spell; and if off the button launches the orb as if it were a normal
you are at or below half your health, any water-based spells handcannon ball. A readied orb can stay this way for as long
and abilities you do (including attacks with this cannon) will as you hold the button down. The button can only be held
do 50% more damage or are otherwise effective. down by the person attuned to the cannon, any other
attempts to hold it down will fail.

Pokémon Inspired Weapons & Items


284
F48 - Swamp Metal Battleaxe
Weapon (Battleaxe) – Very Rare (17,545 gp, requires attunement)
This iron +2 Battleaxe has a spiked head and spikes along its While attuned to this axe: you can breathe underwater
back. A chain off the bottom of the head to the bottom of the through your skin; you have advantage on Athletics rolls
handle, acting as a carrying strap. The pommel is an orange while climbing; gain a hover speed of 30 feet; you can't have
spike with flare off the two sides. disadvantage on any rolls from anything not being physically
Attacks with this axe do not suffer any of the disadvantages induced (ie being grappled or restrained by rope or vines)
of being used underwater. This battleaxe is much lighter than that other creatures attempt to impose on you; if you are
a normal battleaxe, weighting only 1 lbs. below half your hitpoints, this axe does an additional +1
slashing damage; and if you are wearing metal armor, the
weight of that armor is reduced by 50%.

Pokémon Inspired Weapons & Items


285
F49 - Dark Thorn Scythe
Weapon (Scythe) – Very Rare (16,250 gp, requires attunement)
This +2 scythe has a pair of green blades with dark green You can also speak a command word as an action while
spikes along the back. White fluffy cotton surrounds the top swinging the scythe around you, causing its needles to shoot
of the shaft where the blades attach, with a spiked dark green out. Any creatures within 15 feet of you must make a DC 16
cap on top and three thin oval leaves off the back. The shaft is Dexterity save, taking 1d8 piercing damage on a fail and half
made of knotted and twisted wood, with a hand guard over as much on a save.
the center and a wooden spike for the pommel. Once between rests, you can touch a tree as an action and
While attuned to this scythe: you are resistant to the effects heal yourself 1d8 hitpoints. This causes the tree to wither
of sandstorms; enemies always have disadvantage on attack and die. This effect can be done on tree-based plant
rolls targeting you in a sandstorm; if you have been magically creatures, such as Dryads and Treants, doing necrotic
put to sleep, you automatically wake up at the end of your damage to them equal to what you healed.
next turn; your speed increases by 20 feet in sunlight; you
gain advantage on Sleight of Hand rolls to pickpocket; if you Scythes
would take damage from water, such as a crashing wave or Scythes are Martial Melee Weapons, functioning as a cross
whirlpool, you are instead healed 1/4 of the damage you between a Halberd, a Glaive and a Scimitar, and anyone
would take rounding down; and you can go a month without proficient with any of those weapons has proficiency with a
water before suffering from dehydration. Scythe.
On a critical hit with this scythe, the target is stunned until A common scythe costs 20 gp, does 1d10 slashing damage,
the end of their next turn. weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


286
F50 - Steel Foundry Sword
Weapon (Longsword) – Very Rare (17,530 gp, requires attunement)
This +2 longsword feels warm to the touch with an orange While attuned to this sword: you can't be knocked prone;
blade that looks fresh from the forge, with a similar orange once between long rests, when you are reduced to 0 hit
metal dragon skull top as one side of the guard, and a metal points but not killed outright, you can drop to 1 hit point
spin-like structure on the other side ending with an upward instead; and you can speak a command word to double the
facing spike. The navy-blue handle has a black pommel spike. weight of you and your equipment. You still treat your
Attacks with this sword do an extra 2d6 fire damage. equipment as its normal weight for carrying capacity, but
When you can speak a command word, fire will erupt out of outside factors (such as mounts or architecture) are affected.
the dragon skull and emit magical light, normal light in a 15-
foot radius and dim light for an additional 15 feet.
Once a day, recharging at dawn, you can us an action to
unleash a 20-foot long line of fire that is 5 feet wide from the
sword. Each creature in that line must make a DC 16
Dexterity saving throw, taking 4d6 fire damage on a failed
save, or half as much damage on a successful one.

Pokémon Inspired Weapons & Items


287
F51 - Lance of Strengthened Steel
Weapon (Lance) – Legendary (65,930 gp, requires attunement)
This +2 lance has a white and red metal blade with a red rod While attuned to this lance: you gain resistance to non-
on the back. The white guard has black line inlay with a red magical slashing, piercing or bludgeoning damage; you are
and white metal wing coming off one side. The black handle immune to poison damage and the poison condition, but are
has a small curved metal blade as a pommel. While solid now vulnerable to fire damage; you can't be knocked prone;
metal, it feels strangely light and only weights 1 lb., giving it you have resistance to and advantage to rolls against damage
the light property. and negative effects caused by weather and weather magic,
This lance does an additional 1d8 piercing damage, and such as lighting strikes, hail and poisonous clouds; three
another additional 1d8 piercing damage if you are below half times between long rests, when you are reduced to 0 hit
of your hitpoints, and attacks with the lance can't have points but not killed outright, you can drop to 1 hit point
disadvantage on attacks from effects that are being done to instead; you can use this lance to carve a circular 5 ft
the target (such as the Dodge action, wearing a Cloak of diameter tunnel through solid rock at a rate of 2 ft per round,
Displacement or using the Blur spell). although while tunneling any other creatures within 10 feet
If the spell Heat Metal is cast on the lance, if it is of you must succeed a DC 15 Dexterity save or take 1d6
submerged in lava, or in an equally powerful heat for a full bludgeoning damage from flying debris each round; and you
minute, the lance is destroyed as it melts apart into pieces of can speak a command word to double the weight of you and
scrap metal. your equipment. You still treat your equipment as its normal
The 4 long feathers on the wing can be plucked as a bonus weight for carrying capacity, but outside factors (such as
action and used as normal darts, with 1d4-1 feathers mounts or architecture) are affected.
regrowing at dawn every day.

Pokémon Inspired Weapons & Items


288
F52 - Halberd of Glacial Leaves
Weapon (Halberd) – Very Rare (32,700 gp, requires attunement)
This blue-green +2 halberd has a blade made up of several Attacks with this halberd do an additional 3d6 cold damage,
rhombuses arranged next to one-another into a curve held and when a creature is hit, they must make a DC 18
together by woody vines, giving it spikes off the top and back Constitution save or be stunned from shock until the end of
of the blade. Three ribbons hang from the top of the shaft, their next turn.
one looking like a large icy leaf, while the other two look like The halberd has 8 charges that refresh at dawn, and can be
ivy filled icicles. The light blue shaft has dark blue rhombus used to cast the following spells:
patterned around the middle. Woody wines wrap around the
end of the shaft holding a set of frozen leaves to the end for Entangle (1 charge)
the pommel. Hail of Thorns (1 or more charges)
While attuned to this halberd: you are resistant to cold, Ice Knife (1 or more charges)
lighting and thunder damage; snowy or icy terrain is not Spike Growth (2 charges)
difficult terrain; you have advantage on Dexterity related rolls Snilloc’s Snowball Swarm (2 or more charges)
in snowy or icy environments; while in sunlight you gain 10 Speak with Plants (3 charges)
feet of movement and are immune to any status conditions Guardian of Nature (4 charges)
not being physically induced (ie grappled, restrained); and you Ice Storm (4 or more charges)
gain the Druidcraft and Ray of Frost cantrips. Cone of Cold (5 or more charges)
Wall of Thorns (6 or more charges)

Pokémon Inspired Weapons & Items


289
F53 - Staff of the Loving Leaves
Staff () – Very Rare (34,650 gp, requires attunement)
This green staff has a curved top with several large pointed You can also sense your allies within 60 feet of you, when
green leaves wrapped around the shaft beneath it, followed they are about to attack, and have advantage to Dexterity rolls
by a red horn coming off one side. The horn and the shaft to avoid getting caught in their attacks, taking half damage on
around it are wrapped with a thin white ribbon with long a fail and no damage on a save.
green ends hanging freely, leaves and woody vines sprouting This staff has 9 charges that refresh at dawn, and can be
from in between the wrap. The cream-colored shaft has a used to cast the following spells:
woody vine wrapped around the end with a long fluffy cotton-
like pommel. Entangle (1 charge)
While attuned to this staff: you gain a +2 bonus to spell Shield (1 charge)
attack and damage rolls; have telepathy (MM 009) with a Shield of Faith (1 charge)
range of 120ft.; gain the Druidcraft, Mage Hand and Minor Spike Growth (2 charges)
Illusion cantrips; can cast Detect Thoughts at will; you are Speak with Plants (3 charges)
resistant to psychic, lighting and thunder damage; any status Guardian of Nature (4 charges)
conditions you have not being physically induced (ie grappled, Scrying (5 charges)
restrained) are automatically inflicted on any enemy that hits As an action, you can also expend a charge to target a
you provided they are not immune to it; and while in sunlight creature you can see and for 1 hour gain your pick of either:
you gain 10 feet of movement and are immune to any status their saving throw modifiers (if higher than yours); their skill
conditions not being physically induced (ie grappled, proficiencies (if higher than yours); their damage resistances
restrained). and immunities; their senses, including their passive
perception if higher than yours; or one of the target's special
traits at random, with the exception of any spellcasting or
legendary features. You can only have one of these effects
active at a time, with a new effect replacing the old one.

Pokémon Inspired Weapons & Items


290
495 - Sknivy
Weapon (Dual Daggers) – Uncommon (190 gp, requires
attunement)
These wood daggers have green leaf blades, golden guards
with a curved green guard over the twig like handle, with a
small leafy pommel.
While attuned to these daggers: you have advantage on
Stealth rolls to hide in foliage; and attacks with these daggers
do an additional 1d4 piercing damage if you have half or less
of your maximum hitpoints.
Evolving: If these daggers remains in the Swamp of
Oblivion for a year, it will merge together into a Seaxvine.

496 - Seaxvine
Weapon (Dual-Blade Sword) – Rare (1490 gp, requires
attunement)
This green wood +1 sword has hooked green leaf blades on
each side. There's a green bell guard over the wood handle
with a cream underside and a leafy frill, and gold flair where
the blades and handle meet.
While attuned to this sword: you have advantage on
Concentration and Intimidation rolls; advantage on Stealth
rolls to hide in foliage; and attacks with this sword do an
additional 1d8 slashing damage if you have half or less of
your maximum hitpoints.
Evolving: If this sword remains in the Swamp of Oblivion
for a decade, it will become a Seaxperior.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

497 - Seaxperior
Weapon (Longsword) – Very Rare (19,470 gp, requires
attunement)
This green +2 longsword has a long leaf blade with a white
edge, a gold guard that curves over the handle, and a long
green ribbon with leafy knots along it attached to the gold
pommel.
While attuned to this sword: you have advantage on
Concentration and Intimidation rolls; any creatures you
Intimidate is Stunned until the end of their next turn;
advantage on Stealth rolls to hide in foliage; gain 10 feet of
movement; if you would have disadvantage on a saving throw
or ability check from non-magical means (such as poison),
you instead have advantage, and vice versa; and attacks with
this sword do an additional 1d8 slashing damage if you have
half or less of your maximum hitpoints.

Pokémon Inspired Weapons & Items


291
498 - Pokabash
Weapon (Club) – Uncommon (198 gp, requires attunement)
This orange club has a black head with a red crest on one
side and two long black ear-like ribbons off the top. A tin
metal spring curls around the base of the handle, connected
to the red orb pommel.
Attacks with this club do +1 fire damage.
While attuned to this club: you have resistance to fire
damage; and attacks with this club do an additional 1d4 fire
damage if you have half or less of your maximum hitpoints.
Evolving: If this club remains on the Elemental Plane of
Fire for a year, it will merge together into a Chaobash.

499 - Chaobash
Weapon (Mace) – Rare (1499 gp, requires attunement)
This orange +1 mace has a head that broaden outs like a
top with a black band around the center with some gold swirl
trim in spots along the top of the band. The top of the mace
head is shaped like a black stopper, while curly black fur
encircles the base of the head. The orange handle has black
cloth wrapped around it, while the black pommel which
resembles a miniature version of the head has a large gold S-
like swirl on the side.
Attacks with this mace do an additional 1d4 fire damage.
While attuned to this mace: you have resistance to fire
damage; you have advantage to prevent being knocked prone;
attacks with this mace do an additional 1d6 fire damage if
you have half or less of your maximum hitpoints; and attacks
with this mace do an additional 1d6 fire damage if the target
is of a smaller size than you.
Evolving: If this club remains on the Elemental Plane of
Fire for a decade, it will merge together into a Emboandao.

500 - Emboandao
Weapon (Glaive) – Very Rare (15,500 gp, requires
attunement)
This black and red +2 guandao-style glaive has a large
black bulb below the blade with a horizontal swirling gold S-
like symbol on the side. The red shaft is wrapped in black
cloth, and the pommel is a black trimmed white spike.
Attacks with this glaive do an additional 1d8 fire damage.
While attuned to this glaive: you have resistance to fire and
cold damage; you have advantage to prevent being knocked
prone; attacks with this mace do an additional 1d10 fire
damage if you have half or less of your maximum hitpoints;
and attacks with this mace do an additional 1d6 fire damage
if the target is of a smaller size than you.

Pokémon Inspired Weapons & Items


292
501 - Mijudart
Weapon (Rope Dart) – Uncommon (159 gp, requires
attunement)
This light blue dart has a dark blue spine and a clam shell
with wave-like guards, attached to one end of the rope, with
dark blue cylindrical weight on the other end.
The dart does not suffer any of the disadvantages of being
used underwater, and attacks with this dart do +1 piercing
damage.
While attuned to this dart: you can hold your breath for 10
minutes; you float in water regardless of weight, and if
submerged will rise at a rate of 10 feet per round, which you
can turn on and off with a command word, but will
automatically turn on should you become unconscious.

502 - Dagwott
Weapon (Dual Daggers) – Rare (1952 gp, requires
attunement)
These light blue +1 dual daggers have blades that seem to
be made of water coming out of the blue guards, which also
curve over the handles and also have small blades on the
outside. A clam shell is embedded in the guard above the
handle.
Attacks with these daggers do an additional 1d4 slashing
damage, and the next attack on the first target you hit in a
round has advantage to hit.
While attuned to these daggers: you can hold your breath
for 10 minutes; you gain a swim speed equal to your walking
speed; you float in water regardless of weight, and if
submerged will rise at a rate of 10 feet per round, which you
can turn on and off with a command word, but will
automatically turn on should you become unconscious.

503 - Samurottachi
Weapon (Longsword, Hunting Rifle) – Very Rare (23,000 gp,
requires attunement)
This +2 longsword has a blade made of shell with a simple
blue hilt. The sheath of the sword is also made of several
pieces of shell with spines along the top, mounted to the top
of a blue hunting rifle with the end exposed, allowing you to
make normal dagger attacks with the end of the sword while
wielding the rifle. The rifle has a shell grip in front of the
trigger, as well as shell trim along the back and bottom of the
stock, and a white strap is tied between these two pieces.
The sword and rifle do not suffer any of the disadvantages
of being used underwater. Attacks with the sword do an
additional 1d8 slashing damage, and the next attack on the
first target you hit with it in a round has advantage to hit.
While attuned to this sword: critical hits on you become
normal hits; you can hold your breath for 10 minutes; you
gain a swim speed equal to your walking speed; you have
advantage on Intimidate rolls; any creature you Intimidate
becomes Mute out of fear until the end of their next turn; you
float in water regardless of weight, and if submerged will rise
at a rate of 10 feet per round, which you can turn on and off
with a command word, but will automatically turn on should
you become unconscious.
The rifle is a normal hunting rifle, and requires
ammunition to work. See DMG 267 for specifics about rifles.

Pokémon Inspired Weapons & Items


293
504 - Katarat
Weapon (Dagger) – Common (54 gp, requires attunement)
This light brown katar-style dagger has a simple design,
with a basic cross guard and an H shaped grip with a little bit
of flair at the end of the grip.
While attuned to this dagger, you can't have disadvantage
on attack rolls from non-magical means (such as the dodge
action), and you can fit twice the amount of food in your
mouth at once than you normally could.
Evolving: If this dagger remains in the possession of
someone standing watch continuously for a month, it will
become a Watchalberd.

505 - Watchalberd
Weapon (Halberd) – Uncommon (550 gp, requires
attunement)
This brown halberd has a long animal tail wrapped around
its top half, with has two yellow lines around the end before
being topped by a white fluff. Two more yellow strips wrap
around the center of the shaft, and the pommel is a three-
pronged metal spike. The yellow strips will shine iridescently
when they catch the light.
While attuned to this halberd: you can't have disadvantage
on attack rolls from non-magical means (such as the dodge
action); you can't be surprised while you are conscious; you
have a +5 bonus to your passive Perception; gain 30 feet of
darkvision; have disadvantage to all Stealth and Sleight of
Hand rolls; and you can fit twice the amount of food in your
mouth at once than you normally could.
You can also speak a command word to have the yellow
strips glow, emitting normal light for 10 feet and dim light for
another 10 feet, and can be turned off by repeating the
command word.

Pokémon Inspired Weapons & Items


294
506 - Umbrellipup
Wonderous (Umbrella) – Common (65 gp)
This light brown umbrella has a black-blue tip, black-blue
pommel, as well as a black-blue strap to wrap around it when
closed. The black tip has beige fur trim around it.
The umbrella can be opened or closed as an action.
While holding this open umbrella, you cannot be magically
put to sleep, have +1 to Perception rolls and your passive
Perception, and have +1 to Sleight of Hand rolls. If you close
or drop the umbrella, these effects end.

507 - Terribow
Weapon (Longbow) – Uncommon (175 gp, requires
attunement)
This light brown longbow has beige fur trim around the
handle, making it resemble a furry five-point star. The arms of
the bow have black-blue fur wrapped around their middle
sections.
While attuned to this longbow: you have +1 to Intimidation
rolls; anyone you Intimidate has disadvantage to their next
attack roll; and any attacks you do to Ghost creatures ignore
any damage resistance or immunity to bludgeoning, piercing,
and slashing damage that creature might have.

508 - Maxetouffe
Weapon (Greataxe) – Rare (1580 gp, requires attunement)
This light brown +1 greataxe has a wooden handle with a
black cap pommel and beige fur at the top, while the handle
is wrapped with beige cloth. The large singular axe blade has
black-blue fur adhered to its back side before connecting to
the handle.
While attuned to this greataxe: you have advantage to
Intimidation rolls; anyone you Intimidate has disadvantage to
their next attack roll; you do not suffer the disadvantages of
being in cold weather or snowstorms; have advantage on
Dexterity rolls when in snowstorms; have disadvantage on
rolls to prevent Heatstroke; and any attacks you do to Undead
creatures ignore any damage resistance or immunity to
bludgeoning, piercing, and slashing damage that creature
might have.

Pokémon Inspired Weapons & Items


295
509 - Purrapier
Weapon (Rapier) – Common (95 gp, requires attunement)
This purple rapier has a purple blade with a white tip,
while the guard resembles a cat's ear on one side. The guard
is wrapped in soft cream-colored leather, and the pommel has
a bar across the bottom with tuffs of purple fur off the ends.
While attuned to this rapier, you have +1 to Deception and
Persuasion rolls.

510 - Lieparted
Weapon (Scythe) – Uncommon (510 gp, requires attunement)
This purple scythe has a pink cutting edge to the blade, and
two broad curved spikes along the back of the blade. The top
of the shaft has a long cat ear-like oval on top with a pink
inside, and gold rhombuses and triangle shapes along the top
part of the purple furry shaft before it becomes gold. The
pommel is a gold spike.
While attuned to this scythe: have advantage on Stealth
rolls; +1 to Deception and Persuasion rolls; and when you
doff medium or heavy armor, your movement, climbing,
swimming and flying speeds (if any) are doubled for 1 minute
or until you don medium or heavy armor.
Scythes
Scythes are Martial Melee Weapons, functioning as a cross
between a Halberd, a Glaive and a Scimitar, and anyone
proficient with any of those weapons has proficiency with a
Scythe.
A common scythe costs 20 gp, does 1d10 slashing damage,
weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.

Pokémon Inspired Weapons & Items


296
511 - Macesage
Weapon (Mace) – Uncommon (151 gp)
This green mace has a head made of hardened vines, with
the top resembling a tree top with three yellow seed-like
spots. The wood handle has a leafy green pommel with two
large leaves growing out of it.
The two leaves on the pommel can be plucked and eaten,
and if eaten within 10 minutes of being plucked will remove
one level of exhaustion. The leaves will regrow at a rate of
one every 1d2 days at dawn.

512 - Yanakut
Weapon (Dual-Blade Sword) – Rare (1250 gp, requires
attunement)
This green +1 dual-blade sword has matching green
straight blades with three yellow seed-like spots on them,
connected by a wooden handle between them with white
leafy trim. A vine is tied to the bottom of each blade, acting as
a carrying strap.
While attuned to this sword you gain the Thorn Whip
cantrip, using your Wisdom as the spell modifier.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

Pokémon Inspired Weapons & Items


297
513 - Axesear
Weapon (Handaxe) – Uncommon (153 gp)
This red cleaver handaxe has a rectangular blade with a
guard that looks like a stylize fireball. The cream-colored
handle has a smaller fireball as the pommel.
Attacks with this cleaver do an additional 1d4 fire damage,
and any food prepared with this cleaver is cooked as it is
prepared.

514 - Trimisear
Weapon (Trident) – Rare (1450 gp)
This orange +1 trident has blades that resemble flames,
with a ball of white smoke around the base of it. The cream-
colored shaft has a pommel that looks like a small ball of fire.
This trident does suffer the disadvantages of being used
underwater, and attacks with it do an additional 1d6 fire
damage.

Pokémon Inspired Weapons & Items


298
515 - Macepour
Weapon (Mace) – Uncommon (155 gp, requires attunement)
This blue mace has an orb that looks like it has a whirlpool
within it on top of a carving resembling a water spout. The
cream-colored handle has a blue pommel that looks like
bubbles.
This mace does not suffer any of the disadvantages of
being used underwater.
While attuned to this mace, you gain the Shape Water
cantrip.

516 - Tessenpour
Weapon (Tessen) – Rare (1650 gp, requires attunement)
This blue +1 tessen fan has thin metal blades with patterns
of crashing waves etched upon them before end in white
tipped points. A white chain with blue ribbon at the end is
attached to the top of the handle, and can be wrapped around
the tessen when closed. The cream-colored handle has a blue
pommel that looks like bubbles.
This tessen does not suffer any of the disadvantages of
being used underwater.
While attuned to this tessen, you gain the Shape Water
cantrip.
The tessen has 4 charges that refresh at dawn, and can be
used to cast the following spells, using Wisdom is your
spellcasting ability, and each additional charge used upcasts
the spell by one level:
Create or Destroy Water (1 or more charges)
Wall of Water (3 charges)
Water Breathing (3 charges)
Control Water (4 charges)
Watery Shpere (4 charges)
Tessen
Tessen are folding fans made with thin sheets of steel or iron,
and usually decorated to look like regular folding fans. They
are often taken into situations where more obvious weapons
would not be allowed, as their sharpened outer edge can cut,
or their folded mass can bludgeon. They can also be used
defensively when opened.
Common Tessen are Simple Melee Weapons, cost 25 gp,
weight 1 lb., and have the Light and Finesse properties. The
Tessen can be opened and closed with a flick of the wrist as a
bonus action. When closed, the Tessen does 1d6 bludgeoning
damage, and when open, it does 1d4 slashing damage and
gives +1 AC.
Artificer, Monks and Rogues have proficiency with Tessens,
as does anyone with the Charlatan, Spy, and Entertainer
backgrounds.

Pokémon Inspired Weapons & Items


299
517 - Munnaor Hammer
Weapon (Single Head Meteor Hammer) – Uncommon (175
gp, requires attunement)
This meteor hammer has a curved pink head with a curved
back horn on top and lavender flower patterns on it. A pink
rhombus weight is attached to the other end of the chain.
While attuned to this meteor hammer: you gain telepathy
(MM 009) with a range of 60ft.; can sense your allies within
60 feet of you, when they are about to attack, and have
advantage to Dexterity rolls to avoid getting caught in their
attacks, taking half damage on a fail and no damage on a
save; and you can touch a sleeping creature and sense their
dream, as well as if there are any outside forces influencing
their dreams. You can choose to consume a dream, which
will provide a day's worth of sustenance if it is a neutral or
good dream, or take 1d4 necrotic damage if it is a bad dream.
Regardless, the target will not remember the dream if it is
consumed, and smoke will billow from the horn tip, a deep
pink if the dream was good, grey if neutral, and a sickly green
if bad, with the smoke sometimes taking shapes or forms
from the dream before dissipating harmlessly.

518 - Musharnaff
Staff () – Rare (1850 gp, requires attunement)
This pink staff has a top that goes from purple to white and
resembles billowing smoke. The end of the shaft has a pink
spike on it.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls; telepathy (MM 009) with a range of
120ft.; can sense your allies within 120 feet of you, when they
are about to attack, and have advantage to Dexterity rolls to
avoid getting caught in their attacks, taking half damage on a
fail and no damage on a save; at the start of a fight, you can
sense who can cast the highest level spell in the opposing
force and which spell it is, or if there are no spell casters, the
most potentially damaging move they can perform. In the
event of a tie, the DM selects one of opponents and/or moves
at random; if you are inflicted with the Blinded, Deafened,
Frightened, Stunned, Paralysed, or Poisoned status condition,
the creature that inflicted that condition is also inflicted with
the condition unless they are immune to it; and you can touch
a sleeping creature and sense their dreams, as well as if there
are any outside forces influencing their dream. You can
choose to consume a dream, which will provide a day's worth
of sustenance if it is a neutral or good dream, or take 1d4
necrotic damage if it is a bad dream. Regardless, the target
will not remember the dream if it is consumed, and smoke
will billow from the top of the staff, a deep pink if the dream
was good, grey if neutral, and a sickly green if bad, with the
smoke sometimes taking shapes or forms from the dream
before dissipating harmlessly.

Pokémon Inspired Weapons & Items


300
519 - Scidove
Weapon (Scimitar, Cursed) – Common (95 gp)
This grey scimitar has a dark grey edge, a feathery guard
with pink trim, a curved handle, and pink trim around the
pommel.
Attacks with this scimitar have advantage to hit creatures
you believe to be of the same gender as you.
Cursed. This scimitar is cursed, and if it is not already
cursing someone, as soon as a creature with an Intelligence
above 3 touches it, they are affected by this curse. While
affected, you feel the need to keep the scimitar with you, and
have disadvantage to all Intelligence rolls. When in combat,
you must make a DC 10 Intelligence save at the start of your
turn or forget what you were doing, and on a critical fail
forget that you are even in combat.

520 - Katranquill
Weapon (Dual Daggers) – Uncommon (250 gp, requires
attunement)
This dual katar daggers each have a yellow, beak-like blade,
pink H-shaped handles that resemble bird feet with grey
feathers arranged over the handle to look like wings.
While attuned to these daggers: you have +1 on rolls to
prevent effects that would give creatures advantage on
attacks against you, including the Blinded, Paralysed,
Petrified, Prone, Restrained, and Stunned conditions; and you
always know which direction your home is.

521 - Unfezatana
Weapon (Longsword) – Rare (1520 gp, requires attunement)
This grey +1 katana longsword has a wing-like guard made
of feathers, and dark grey cloth wrapped around the handle.
A matching sheath is divided into three sections, going light
grey, dark grey and then green with speckle transitions
between the three. The top of the sheath has a pink like mask
at the top above a gold rhombus inlay, and pink ribbon
wrapped around its length below that.
While attuned to this sword: you have +1 on rolls to prevent
effects that would give creatures advantage on attacks
against you, including the Blinded, Paralysed, Petrified,
Prone, Restrained, and Stunned conditions; and you always
know which direction your home is.
Attacks with this sword have an improved critical of 1,
where your range on critical hits increases by 1, ie from
critical hits on 20 to critical hits on 19 to 20.

Pokémon Inspired Weapons & Items


301
522 - Blitzboots
Wondrous (Shoes) – Uncommon (225 gp)
These black shoes have white trim around the top, a white
sole that wraps up over the toes, and thick white lighting like
stripes around its sides and back. A blue orb is embedded on
the outside of each shoe just below the ankle.
The shoes have 1 charge, which refreshes at noon, and
while wearing the shoes you can use the charge to cast the
Thunder Step spell with a DC 13 save.

523 - Zebstrikut
Weapon (Dual-Blade Sword) – Rare (2350 gp, requires
attunement)
This white +1 dual-blade sword has a black blade on one
side, with a white lighting pattern back edge, a white blade
with a black inner edge along the bottom. Both blades have a
crescent as their bottom parts, with large lighting strike flair
off the back. The white blade has a blue orb floating in the
center of its crescent.
Attacks with this sword do an extra 1d4 lighting damage.
While attuned to this sword: you are immune to lighting
damage; any single-target ranged spells or attacks that do
lighting damage are automatically drawn to you if you are
within range, regardless if an ally or enemy performed it; and
if you are hit by lighting damage, you gain 15 feet of
movement until the end of your next turn.
Dual-Blade Swords
Dual-Blades are a type of sword with two bladed ends. The
shape of the blades can vary, even between the two ends.
Common Dual-Blades are Martial Melee Weapons, cost 30
gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
handed property. Anyone proficient with Longswords or
Greatswords has proficiency with Dual-Blades.
A single Dual-Blade can be wielded like you are fighting
with two weapons, per Two-Weapon Fighting on PHB 195,
but they require a lot of concentration, and so you have
disadvantage on Concentration saves while wielding a Dual-
Blade.

Pokémon Inspired Weapons & Items


302
524 - Hammerogg
Weapon (Warhammer) – Uncommon (245 gp, requires
attunement)
This warhammer is carved from stone, the head being a
round blue-black rock with a yellow crystal hexagon with a
black center on the side and brown stalagmites coming off it,
with a large one being used as the hammer face. The handle
is a solid pillar of blue-black rock, with a stalagmite tip as the
pommel.
While attuned to this warhammer: you gain a blindsight of
30 ft. from superior hearing; have advantage on Perception
checks that use hearing; and you do not suffer the
disadvantages of being in a sandstorm.

525 - Gaxetle
Weapon (Heavy Crossbow, Greataxe) – Rare (2550 gp,
requires attunement)
This +1 blue-black rock greataxe has red gem crystals
along its blade edge. Two yellow crystal half-hexagons with
black centers are embedded above the guard, which is a blue-
black rock ball with red crystals embedded around it. The
handle is made of carved red crystal, with a red crystal
pommel. The axe heads can be shifted as a bonus action to
turn the greataxe into a +1 heavy crossbow. The whole thing
weights 25 lbs.
While attuned to this weapon: you gain a blindsight of 60 ft.
from superior hearing; have advantage on Perception checks
that use hearing; you do not suffer the disadvantages of being
in a sandstorm; and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead.

526 - Gigaglaith
Weapon (Glaive) – Very Rare (12,650 gp, requires
attunement)
This +2 blue-black rock glaive has a large red crystal blade,
with several red crystal spines on the back side. A yellow
hexagon crystal with a red and black center sits embedded on
the inside of the blade. The pommel of the glaive is a red
crystal spike.
While attuned to this glaive: you gain a blindsight of 120 ft.
from superior hearing; have advantage on Perception checks
that use hearing; you do not suffer the disadvantages of being
in a sandstorm; and once between long rests, when you are
reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead.

Pokémon Inspired Weapons & Items


303
527 - Chovsickles
Weapon (Dual Sickles, Chakram, Cursed) – Uncommon (275
gp, requires attunement)
These matching dual sickles have black blades that
resemble bat wings, and blue-gray pom-poms where the
blade meet the light pink handles. The pommels of the
sickles have a twist and lock mechanism, so that the two
ends can be locked together as a bonus action to turn the two
sickles into a chakram. The two can be separated with
another bonus action.
While attuned to these sickles: you gain a blindsight of 30
ft. from echolocation; and your attacks and attacks made
against you ignore any kind of boosts from spells, such as
increases in AC, attack damage, advantage or disadvantage.
Cursed. These sickles are cursed. While cursed, you are a
bit of a Klutz, having difficulty holding on to and using hand
held tools and objects, and you automatically fail Sleight of
Hand rolls.
Additionally, after you hit a creature with these sickles, roll
2d8. The first d8 denotes what rolls you now have advantage
on, while the second denotes what rolls you now have
disadvantage on, per the table below. If you roll the same
thing, they cancel each other out. The stats are affected until
you next expend charges, causing a reroll, or you remove the
curse. If you roll a 7, the advantage/disadvantage applies to
attacks against you. This could result in attacks against you
having advantage, while your attacks have disadvantage.
1- Strength 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks

528 - Swooberd
Weapon (Halberd, Cursed) – Rare (2850 gp, requires
attunement)
This blue +1 halberd has a large black blade that
resembles a bat wing, a ball of blue-gray fur around the shaft
where the blade is mounted, and a pink ribbon with a heart-
shaped bow tied just below the furball. The pommel is a black
spike.
While attuned to this halberd: you gain a blindsight of 60 ft.
from echolocation; the Friends and Thunderclap (DC 14
save) cantrip; and your attacks and attacks made against you
ignore any kind of boosts from spells, such as increases in
AC, attack damage, advantage or disadvantage.
Cursed. This halberd is cursed. While cursed, you are a bit
of a Klutz, having difficulty holding on to and using hand held
tools and objects, and you automatically fail Sleight of Hand
rolls.
Additionally, after you hit a creature with this halberd, roll
2d8. The first d8 denotes what rolls you now have advantage
on, while the second denotes what rolls you now have
disadvantage on, per the table below. If you roll the same
thing, they cancel each other out. The stats are affected until
you next expend charges, causing a reroll, or you remove the
curse. If you roll a 7, the advantage/disadvantage applies to
attacks against you. This could result in attacks against you
having advantage, while your attacks have disadvantage.
1- Strength 3-Constitution 5-Wisdom 7-Attacks on You
2- Dexterity 4-Intelligence 6-Charisma 8-Your Attacks
Pokémon Inspired Weapons & Items
304
529 - Mogurill
Wondrous (Drill) – Uncommon (295 gp)
This charcoal-black hand drill has a white drill head and
jagged blue stripes on its guard. A set of blue buttons are on
the handle just below the guard, which turn the drill on and
off.
When on, you can use the drill to carve a circular 5 ft
diameter tunnel through solid rock at a rate of 2.5 ft per
minute (3 inches per round), although while tunneling you
and any other creatures within 10 feet of the drilling must
succeed a DC 12 Dexterity save or take 1d4 bludgeoning
damage from flying debris each round.

530 - Exclawdrill
Weapon (Claw, Shortsword, Shield, Drill) – Rare (3500 gp,
requires attunement)
This dark brown +1 shortsword has red claw-like markings
on the short blade, and a long red handle with a rocky guard
halfway down. A short chain is attached to the sword, the
other end attaching to a set of large metal claws. As an action,
the claws can be attached to the shortsword and wrapped
with the chain, turning the set into a +1 shield. The claws can
be released with a bonus action. The claws fit the wearer’s
hand, and you can use the claws as a melee weapon while
wearing it. You have proficiency with it, it uses your Strength
modifier, and it deals 1d8 slashing damage on a hit, but while
wearing it that hand can’t manipulate objects or cast spells
with somatic components. You can duel-wield the claws and
sword, per Two-Weapon Fighting on PHB 195.
While attuned to this weapon: you gain advantage to
Dexterity rolls when in a sandstorm; gain advantage on
attack rolls when in a sandstorm; gain 10 feet of burrowing
speed; and you can use the shield to drill a circular 5 ft
diameter tunnel through solid rock at a rate of 1 ft per round,
although while tunneling you and any other creatures within
10 feet of you must succeed a DC 14 Dexterity save or take
1d6 bludgeoning damage from flying debris each round.
Attacks with this weapon ignore any damage immunities or
resistances the target might have.

531 - Stafbunne
Staff () – Uncommon (315 gp, requires attunement)
This cream-colored staff has a long fluffy pink ear-like top
with a blue pearl embedded at its bottom, and a set of long
curled whisker-like ribbons hanging from its top. Swirling
pink designs are etched into the shaft, and the pommel is a
small fluff of white fur like a rabbit's tail.
While attuned to this staff: whenever you take a short rest
and heal with your hit dice, you can double your Constitution
modifier for the healing; and at the end of your turn, if any of
your allies within 5 feet of you are suffering from a status
condition or making death saves, roll a d10. On a 1-3, one of
the affected allies are cured of one of their status conditions
or death saving, chosen at random. Allies rolling death saves
are stabilized by this effect.
Cursed. This staff is cursed. While cursed, you are a bit of a
Klutz, having difficulty holding on to and using hand held
tools and objects, and you automatically fail Sleight of Hand
rolls.

Pokémon Inspired Weapons & Items


305
532 - Cluburr
Weapon (Club) – Uncommon (325 gp, requires attunement to
someone with a Strength of 10 or higher)
This club has a head made of square wood timber. Grey
leather with pink trim that resembles bulging veins covers
the bottom part of the head and the handle.
While attuned to this club: you gain proficiency with
Carpenter's tools; +1 on Strength saving throws; your
unarmed strikes do an additional 1d4 bludgeoning damage;
and if you are inflicted with a status condition, attacks with
this club do an additional +1 bludgeoning damage.
Evolving: If this club remains attuned to someone whose
Strength is 14 or higher for a month, it will become a
Gadadurr.

533 - Gadadurr
Weapon (Mace) – Rare (5330 gp, requires attunement to
someone with a Strength of 14 or higher)
This +1 steel mace has a red I-beam head with a ball top
covered in grey leather with thick purple trim that resembles
bulging veins. The handle is also covered with this leather.
While attuned to this mace: you gain proficiency with
Carpenter's tools; advantage on Strength saving throws; your
unarmed strikes do an additional 1d6 bludgeoning damage;
and if you are inflicted with a status condition, attacks with
this club do an additional 1d4 bludgeoning damage.
Evolving: If this mace remains attuned to someone whose
Strength is 18 or higher for a year, it will become a
Conklubdurr.

534 - Conklubdurr
Weapon (Dual Greatclubs) – Very Rare (34,500 gp, requires
attunement to someone with a Strength of 18 or higher)
This dual +2 greatclubs have large heads made of concrete
columns, with the bottom part and handles covered with dark
brown with thick purple trim that resembles bulging veins.
While attuned to these greatclubs: you can duel-wield these
clubs per Two-Weapon Fighting on PHB 195; you gain
proficiency with Carpenter's tools; advantage on Strength
saving throws; your unarmed strikes do an additional 1d8
bludgeoning damage; and if you are inflicted with a status
condition, attacks with these clubs do an additional 1d6
bludgeoning damage.
Twice per long rest, you can use the clubs to cast the
Transmute Rock spell (DC 18 save).

Pokémon Inspired Weapons & Items


306
535 - Otavajro
Weapon (Dual Clubs) – Uncommon (355 gp, requires
attunement)
These blue vajra stick clubs have pointed ends shaped to
resemble tadpole tails with black lines down the center.
These clubs do not suffer any of the disadvantages of being
used underwater.
While attuned to these clubs: you gain the Message cantrip;
can breathe underwater through your skin; and when in rain
or submerged in water, you can use an action to remove one
status condition not being physically induced (like being
grappled) that you are inflicted with.

536 - Gamacegaru
Weapon (Mace) – Rare (3560 gp, requires attunement)
This blue +1 mace has a head made of three light blue
dense rubbery water filled orbs, with black stripes around
them where they are attached together. A thick white ribbon
resembling a tadpole's tail hangs from the head. The cream-
colored handle has a small blue spike for a pommel.
This mace does not suffer any of the disadvantages of
being used underwater, and attacks with this mace do an
additional 1d4 Thunder damage.
While attuned to this mace: you gain the Message cantrip;
you can breathe underwater through your skin; when in rain
or submerged in water, you can use your bonus action to
remove one status condition not being physically induced
(like being grappled) that you are inflicted with; and you are
resistant to damage caused by water like crashing waves,
either natural or magical in origins.

537 - Braxewartz
Weapon (Battleaxe) – Very Rare (13,750 gp)
This blue +2 battleaxe has four light blue dense rubbery
water filled orbs embedded in the center of its blades above
the handle with a spike on top. Waves along the blade edge
are painted black to make it look like black bumps along the
edge.
This battleaxe does not suffer any of the disadvantages of
being used underwater. Attacks with this battleaxe do an
additional 1d6 Thunder damage, and when an attack with
this axe hits, the target must make a DC 17 Constitution save
or be stunned until the end of their next turn.
While attuned to this battleaxe: you gain the Message
cantrip; you can breathe underwater through your skin; when
in rain or submerged in water, you can use your bonus action
to remove one status condition not being physically induced
(like being grappled) that you are inflicted with; and you are
immune to damage caused by water like crashing waves,
either natural or magical in origins.

Pokémon Inspired Weapons & Items


307
538 - Nagesaki
Wondrous (Bracer) – Rare (3850 gp, requires attunement)
This red bracer has thick black trim around the ends, with
a line going in from the back end, and an A shaped crest at
the front. A short chain is attached to the crest with a small
red weight on the end.
While attuned to this bracer: you have +1 to unarmed strike
attack and damage rolls; you are immune to the stunned
condition; your unarmed strikes ignore any damage
immunities or resistances the target might have; have
advantage to grapple and knock targets prone; and if you
have been inflicted with a status condition, your unarmed
strikes do an additional 1d4 bludgeoning damage.

539 - Sawkguards
Wondrous (Shinguards) – Rare (3950 gp, requires
attunement)
These blue shinguards have thick black trim around the
top and two metal plates on the bottom. A thick black
sideways Z wraps around the guard, and a chain is attached
to the outside of each shinguard with a small blue weight on
the end.
While attuned to this bracer: you have +1 to unarmed strike
attack and damage rolls; you are immune to the stunned
condition; your unarmed strikes ignore any damage
immunities or resistances the target might have; and once
between long rests, when you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead.

Pokémon Inspired Weapons & Items


308
540 - Kurumace
Weapon (Mace) – Uncommon (450 gp, requires attunement)
This green mace has a round yellow head surrounded by
broad green leaves with small orange buds around the base
of the leaves.
While attuned to this mace: you gain proficiency with
Weaver's tools; have advantage to hide in foliage; are immune
to damage and effects caused by weather, powders and
spores, whether natural or magical; while in sunlight you
gain 5 feet of movement.

541 - Folikut
Weapon (Battleaxe, Trident, Cursed) – Rare (3250 gp,
requires attunement)
This green +1 trident has leaf-like prongs, with the central
one a golden yellow. A long thin leaf hangs from top of the
shaft. As a bonus action, the shaft can be twisted, causing it to
shorten and the outed prongs to fold inwards, turning the
trident into a +1 battleaxe.
While attuned to this weapon: you gain proficiency with
Weaver's tools; have advantage to hide in foliage; are immune
to damage and effects caused by weather, powders and
spores, whether natural or magical; while in sunlight you
gain 5 feet of movement and you cannot be inflicted with a
non-physically induced status condition.
Cursed. This weapon is cursed. While cursed, you are
afraid that you will say or do (involuntarily or otherwise)
something that will be humiliating or embarrassing, and will
feel a need to be safe at home instead of out and about. You
have disadvantage on all Charisma rolls with people you are
unfamiliar with, and any time you come across a small room
with a bed, you must succeed a DC 14 Wisdom save or be
compelled to hold yourself up in the room and not leave. You
can perform this save again a minute after your last attempt.

542 - Harpekomori
Weapon (Dual-Blade Sword, Cursed) – Very Rare (14,250 gp,
requires attunement)
This green +2 dual-blade sword has a long golden blade on
one end and a curved golden blade on the other end. A curved
guard over the handle is wrapped in green leaves that go
around the bottom of the blades. Two long cords hang from
the handle with a long oval bead on the end of each.
While attuned to this sword: you gain proficiency with
Weaver's tools; have advantage to hide in foliage; are immune
to damage and effects caused by weather, powders and
spores, whether natural or magical; while in sunlight you
gain 5 feet of movement and you cannot be inflicted with a
non-physically induced status condition; if you drop to 1/3 or
less of your max HP, this sword does an additional 1d6
slashing damage.
Cursed. This sword is cursed. While cursed, you are
compelled to act parental, caring and nurturing for those
smaller than yourself, especially children, and will also use
your free time to make them clothing from what you have
available, including found material like leaves.

Pokémon Inspired Weapons & Items


309
543 - Venigama
Weapon (Kusarigama) – Uncommon (345 gp)
This magenta kusarigama has a black stripe on top, a thick
black O on its side, and a thorn like top. A yellow orb is
embedded at the start of the blade edge just above the blue-
green handle. A 10-foot chain is attached to the pommel
leading to a blue-green cylinder weight with magenta trim
and purple insect legs with black stripes around them along
its side.
Attacks with this kusarigama do an additional 1d4 poison
damage, and the target must make a DC 14 Constitution save
or be poisoned for 1 minute. The target can attempt this save
again at the end of their turn.

544 - Whirlaxede
Weapon (Battleaxe, Saw) – Rare (4450 gp, requires
attunement)
This magenta +1 battleaxe has a circular blade with claw
like protrusions and a black and grey center. The blade is
held in a bone grey handle with a yellow disk embedded near
the top. A grey thorn-like guard separates the blade from the
handle, and a magenta insect leg with black strips around it
curves over the handle as a guard. The pommel is a purple
spike with black stripes around it.
You can speak a command word as a bonus action to have
the blade start spinning noisily, doing an additional 1d6
slashing damage, but you automatically fail all stealth checks.
You can turn this off by repeating the command word. Anyone
proficient with Carpenter's Tools can use this feature to cut
the amount of time it takes to create or destroy wooden
objects in half.
Attacks with this battleaxe do an additional 1d4 poison
damage, and the target must make a DC 17 Constitution save
or be poisoned for 1 minute. The target can attempt this save
again at the end of their turn.
While attuned to this battleaxe: you gain 10 feet of
movement; and you have advantage on Dexterity rolls to
avoid being grappled, restrained, or take damage.

545 - Scolipain
Weapon (Greatclub, requires attunement) – Very Rare
(14,550 gp)
This hot purple +2 greatclub has a curved club made of hot
purple sections with a dark purple tear-drop shape on the
side of each, dark purple thorns on the edge, and black parts
between them. The handle has black cloth wrapped around
it, and an insect leg with dark purple stripes around it curved
over the handle as a guard.
Attacks with this greatclub do an additional 1d6 poison
damage, and the target must make a DC 20 Constitution save
or be poisoned for 1 minute. The target can attempt this save
again at the end of their turn.
While attuned to this greatclub: you gain 20 feet of
movement; you have advantage on Dexterity rolls to avoid
being grappled, restrained, or take damage; and if you drop to
or below a third of your max hitpoints, attacks with this
greatclub do an additional 2d6 poison damage.

Pokémon Inspired Weapons & Items


310
546 - Cottonrod
Rod () – Uncommon (465 gp, requires attunement)
This white rod has an orb on top with cloud-like cotton on
the top and bottom of the orb. A thin yellow oval is embedded
in the orb, and three long green leaves grow from the orb.
The bottom of the rod has a fluffy cotton pommel.
While attuned to this rod: you and your equipment weight
1/10th their normal weight; have disadvantage on Strength
saving throws; you are under the effect of the Feather Fall
spell; if you are in sunlight, you gain 5 feet of movement; and
if you are preforming an attack or casting a spell that would
inflict a status condition, you move up in initiative before the
next hostile creature that would go before you for that round.
The rod has 3 charges that refresh at dawn, and can
expend charges to cast the following spells, with each
additional charge upcasting the spell by a level.
Fog Cloud (1 or more charges)
Zephyr Strike (1 charge)
You can also expend 1 charge as an action to create 1
pound of soft and puffy high-quality cotton worth 15 silver
pieces.
Evolving: If the spell Daylight is cast on this rod at least
once a day for a month, it will become a Fanfaduvet.

547 - Fanfaduvet
Wondrous (Fan, Cursed) – Rare (4750 gp, requires
attunement)
This wooden folding fan has a green cotton cloth leaf with
white swirly clouds on it, fluffy white cotton trim along the
bottom of the leaf and at the ends of the guards, with green
leafy swirls down their sided. The pivot is covered with fluffy
white cotton surrounding a green cotton star, above a flair of
green cloth and two thin green ribbons with small cotton
charms near the ends.
While attuned to this fan: all of your attacks will bypass any
buffs, resistances and immunities the target has from spells
and magic items; you and your equipment weight 1/10th their
normal weight; have disadvantage on Strength saving throws;
you are under the effect of the Feather Fall spell; if you are in
sunlight, you gain 10 feet of movement; and if you are
preforming an attack or casting a spell that would inflict a
status condition, you move up in initiative before the next
hostile creature that would go before you for that round.
The rod has 6 charges that refresh at dawn, and can
expend charges to cast the following spells, with each
additional charge upcasting the spell by a level.
Fog Cloud (1 or more charges)
Zephyr Strike (1 charge)
Gaseous Form (3 charges)
You can also expend 1 charge as an action to create 1
pound of soft and puffy high-quality cotton worth 15 silver
pieces.
Cursed. This fan is cursed. While cursed, you are
compelled to cause mischief and play pranks on others.

Pokémon Inspired Weapons & Items


311
548 - Petiliwa
Wondrous (Fan) – Uncommon (485 gp, requires attunement)
This hauchiwa fan has a head made of long oval leaves. A
red oval gem sits in the middle of a leaf knot tying them all
together and to the white handle. The green pommel has
three leaves growing from it.
The three leaves on the pommel can be plucked and eaten,
and if eaten within 10 minutes of being plucked will remove
one level of exhaustion. The leaves will regrow at a rate of
one every 1d3 days at dawn.
While attuned to this fan: you gain 5 feet of movement
when in sunlight; have advantage on saving throws to prevent
being inflicted with status conditions when in sunlight; and
are immune to the Confusion spell.
Evolving: If the spell Daylight is cast on this fan at least
once a day for a month, it will become a Lilliberd.

549 - Lilliberd
Weapon (Halberd) – Rare (4950 gp, requires attunement)
This white +1 halberd has a large blade made of broad
green oval leaves with the branch wrapped around the white
shaft. A plump scarlet flower with white stripes and spot
down the pedals and a crown-like center filaments on the
other side of the shaft. Two long leaves hang from the bottom
of the flower, and three golden leaves grow from the base of
the branches.
The three golden leaves can be plucked and eaten, and if
eaten within 10 minutes of being plucked will remove one
level of exhaustion. The leaves will regrow at a rate of one
every 1d2 days at dawn.
The flower emits a sweet and pleasant aroma that has a
calming effect. Anyone within 15 feet of the staff have
advantage on rolls to prevent being Frightened. If a creature
that is Raging enters or starts their turn within 15 feet of the
staff, they must succeed a DC 17 Constitution save or loose
their rage.
While attuned to this fan: you gain 10 feet of movement
when in sunlight; have advantage on saving throws to prevent
being inflicted with status conditions when in sunlight; and
are immune to the Confusion spell.

550 - Bascukri
Weapon (Dual Scimitars) – Rare (5500 gp)
These green +1 khukri scimitars have holes along the back
of the blade followed by three black spots, black padding
along the bottom of the handles, and fish fin-like guards and
pommel. One scimitar has red trim, a red blade edge and
ragged edged fins, while the other has blue trim, a blue blade
edge and pointed edge fins.
Attacks with these scimitars do an additional 1d4 slashing
damage and ignore any damage immunities or resistances
the target might have.

Pokémon Inspired Weapons & Items


312
551 - Sandagger
Weapon (Dagger) – Uncommon (155 gp, requires
attunement)
This sandy brown dagger has a black edge, and black
ridges along the back of the blade. A thick curved guard with
black stripes around is goes over the handle and attaches to
the pommel, which is a black claw.
While attuned to this dagger: you gain 5 feet of burrowing
speed; 15 feet of darkvision; and when you down an enemy,
you have advantage on your next attack.

552 - Krokontos
Weapon (Lance) – Rare (2550 gp, requires attunement)
This sandy brown +1 lance has a short-spiraled head with
black thorned stripes around it, extending into a curved
guard over the top of the long shaft. A white spike acts as the
pommel.
While attuned to this lance: you gain 10 feet of burrowing
speed; 30 feet of darkvision; when you down an enemy, you
have advantage on your next attack; you have advantage to
Intimidate rolls; and anyone you intimidate has disadvantage
on their next attack roll.

553 - Kraxedile
Weapon (Greataxe) – Very Rare (13,500 gp, requires
attunement)
This sandy red +2 greataxe has a large blade with reptilian
hands holding it around the base. Black triangular strips
mark the side of the blade face. A tail-like appendage with
black stripes and points along the edge is mounted on the
backside of the axe. A white spike acts as the pommel.
While attuned to this greataxe: you gain 15 feet of
burrowing speed; 60 feet of darkvision; when you down an
enemy, you have advantage on your next attack; you have
advantage to Intimidate rolls; anyone you intimidate has
disadvantage on their next attack roll; and if you are hit by a
critical hit, you have advantage on all attacks until the end of
your next turn.

Pokémon Inspired Weapons & Items


313
554 - Dagumaka
Weapon (Dagger, Cursed) – Rare (1545 gp, requires
attunement)
This orange +1 haladie dagger has two blades on each side
of the handle. The orange blades have yellow edges, with
patterns into the orange that resemble flames. A gold guard
decorated with small bulbous flames curves over the handle,
with an orange spike coming off it.
When you attack with this dagger, you can make a second
attack with the dagger per Two-Weapon Fighting on PHB
195. Attacks with this dagger do an additional 1d4 fire
damage, and you can choose to do another additional 1d4 fire
damage if you take disadvantage on the attack roll. You can't
do this if you already have disadvantage on the attack roll.
While attuned to this dagger, you are immune to being
stunned.
Cursed. This dagger is cursed. While cursed, when you are
awake you can not calm down and are always keeping active.
When in combat, you must use your action, bonus action, and
move your full movement. If you are unable to do so, you
must make a DC 15 Constitution save or fall asleep for 1
minute.

555A - Darmacetan
Weapon (Mace) – Very Rare (15,550 gp)
This red +2 mace has a large cylindrical head with orange
lines down the side, and two large fluffy tails that resemble
flaming jets hanging from the head. Red fur with orange spots
covers the top of the orange shaft, and the pommel is red
metal shaped like flames.
Attacks with this mace do an additional 1d6 fire damage.

555B - Darmitar
Weapon (Scimitar, Cursed) – Very Rare (15,550 gp)
This blue-grey +2 khopesh scimitar has a guard that
resembles a stone hand clutching the sword, with a small
orange bulbous flame decoration just above it on the
backside of the blade.
Attacks with this scimitar do an additional 1d6 psychic
damage.
Cursed. This scimitar is cursed. While cursed, if you fall
below half of your maximum hitpoints: you become Petrified,
but you are still aware of your surroundings; gain telepathy
(MM 009) with a range of 120 ft.; the Mage Hand cantrip; are
resistant to psychic damage; and can still perform an ability
or cast a spell that causes psychic damage without the need
for verbal, semantic or material components. You can still
take long or short rests in this form, and you will un-petrify
once you're healed to over half your maximum hitpoints. This
can not be used to un-petrify you if you were petrify by other
means.

Pokémon Inspired Weapons & Items


314
556 - Boractus
Weapon (Shortbow) – Rare (1565 gp, requires attunement)
This green +1 shortbow has arms made from a cactus,
with short yellow thorns on the outer edge. Two numbs grow
at either end of the handle, with pink ribbons tied in flowery
bows around them. The handle has a large yellow spike on
the front that can be used to perform dagger attacks.
When this bow is shaken, it makes sounds like maracas
and can be used as such in performances. This can be used
to give advantage on attempts to Frighten targets, but while
carrying this bow you have disadvantage on Stealth checks.
While attuned to this shortbow: you are immune to damage
caused by water like crashing waves, either natural or
magical in origins, and are healed for 1/4 of the damage it
would do, rounding up; if you are in the range of an attack or
spell that uses water to target a single creature, you
automatically become the target; and you gain 10 feet of
movement in sunshine.

557 - Dwaggle
Weapon (Dual Daggers, Cursed) – Uncommon (575 gp,
requires attunement)
These orange daggers have blades made of crab claws and
guards made of grey rocks.
While attuned to these daggers: any critical hits on you
become normal hits; and you gain the Mold Earth cantrip.
Cursed. These daggers are cursed. While cursed, when you
are in combat, anytime you take a physical hit, until the end of
combat your AC reduces by 1, but you gain 5 feet of
movement, and you have advantage on your next Dexterity
save. This effect stacks until you hit 0 AC, and lasts until the
end of combat, when your AC and movement return to
normal.

558 - Crustaul
Weapon (Maul, Cursed) – Rare (1585 gp, requires
attunement)
This grey-brown +1 maul has a tall, rectangular, layered-
stone head with crab legs along the side edges. The handle is
also made of stone, and a black crab claw acts as the pommel.
While attuned to this maul: any critical hits on you become
normal hits; and you gain the Mold Earth cantrip; once
between long rests, when you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead.
This maul has 6 charges that refresh at noon, and can
expend charges to cast the following spells, with each
additional charge upcasting the spell by a level.
Earth Tremor (1 or more charges)
Meld into Stone (3 charges)
Stone Shape (4 charges)
Investiture of Stone (6 charges)
Cursed. This maul is cursed. While cursed, when you are in
combat, anytime you take a physical hit, until the end of
combat your AC reduces by 1, but you gain 5 feet of
movement, and you have advantage on your next Dexterity
save. This effect stacks until you hit 0 AC, and lasts until the
end of combat, when your AC and movement return to
normal.
Pokémon Inspired Weapons & Items
315
559 - Zurdaggu
Weapon (Dagger) – Uncommon (595 gp, requires
attunement)
This yellow katar dagger has a golden point on the blade
with a small red triangle charm hanging off the side. The flat
of the blade has a red triangle along it, and a rubbery golden
cloth wraps around the guard.
While attuned to this dagger: when you down a target, you
have advantage on your next attack; and as a reaction, you
can attempt to remove any status condition you have not
being physically induced (ie grappled, restrained). Roll 1d6,
and on a 5 or 6, you're cured of the condition as your skin
seems to shed a thin layer of magical energy that dissipates
into the air.
As a reaction, while wielding the dagger you can pull the
rubbery golden cloth guard over yourself, reducing the
amount of damage you take from an attack by half. This can
only be done once between long rests.

560 - Scrifty
Weapon (Hunting Rifle) – Rare (6500 gp, requires
attunement)
This orange +1 hunting rifle has a red crest over the top of
the rifle and a rubbery golden cloth is loosely wrapped
around the backend of the barrel. The rotating cylinder in
front of the trigger can hold up to 5 bullets. The stock has a
black underbelly with a red end. A blade is affixed to the
bottom of the barrel, which can be used to make dagger
attacks.
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, have a range of 80/240,
the two-handed and loading properties, holding up to 5
bullets, and weighting 8 lbs when empty. It is shot similarly to
a crossbow, but requires its own proficiency, and uses
Constitution as its attack modifier, but doesn't use a damage
modifier beyond the +1. On a successful hit, the target takes
2d10 piercing damage.
While attuned to this rifle: you have advantage on
Intimidation rolls; when you intimidate someone, they have
disadvantage on their next attack; when you down a target,
you have advantage on your next attack; and as a reaction,
you can attempt to remove any status condition you have not
being physically induced (ie grappled, restrained). Roll 1d6,
and on a 5 or 6, you're cured of the condition as your skin
seems to shed a thin layer of magical energy that dissipates
into the air.
As a reaction, while wielding the rifle you can pull the
rubbery golden cloth over yourself, reducing the amount of
damage you take from an attack by half. This can only be
done once between short and long rests.

Pokémon Inspired Weapons & Items


316
561 - Cryptaff
Staff () – Very Rare (16,500 gp, requires attunement)
This golden staff has a long black rounded teardrop on top with a blue
eye in the center of the bottom. A thin golden guard curves over the top
of the staff, with wing with blue and red wingtips comes off the top.
Green and black jagged strips wrap around the upper part of the staff
with a trident shaped black cloth attached. The pommel is a set of four
gold dangles with blue and red tips.
While attuned to this staff: you gain a +2 bonus to spell attack and
damage rolls; attacks and spells that would inflict a status condition on
you has disadvantage; you are immune to damage and effects caused by
weather; take half damage from hazards (such as fires or thorns) and
standing spells (such as Wall of Fire or Wall of Thorns); and any spells
you cast ignore any damage resistances the target has.

562 - Scyamask
Weapon (Scythe) – Uncommon (625 gp, requires attunement)
This gold scythe has a face mask at the top of the shaft. You can
speak a command word and have a black shadowy blade come out
from behind the mask with a large red eye on the side. While the blade
is out, shadowy wisps roll down shaft. The blade can be recalled by
repeating the command word.
When a target is hit by an attack with this scythe, they must make a
DC 13 Constitution save or be cursed into an undead. The target
becomes a zombie, gaining the Zombie traits on DMG 282. Attacks by
zombies created like this also require a DC 13 Constitution save or be
cursed into an undead, spreading the zombie curse. The curse cannot be
lifted by a Remove Curse spell, but can be undone by spells that return
creatures to life, like Raise Dead. The scythe can be destroyed if a
Resurrection or True Resurrection spell is cast upon it, returning the
trapped soul to life, and lifting the zombie curse from all the afflicted.
While attuned to this scythe: once per day, refreshing at midnight,
you can transform yourself into a Mummy (MM 228) as if using the
True Polymorph spell.
Evolving: If the Speak with Dead spell is cast on this scythe at least
once a day for a month, it will become a Descykarn.
Sentience. Scyamasks and Descykarn are created using the soul of a
living humanoid, trapping the soul within the scythe. They have hearing
and darkvision out to a range of 120 feet, but cannot communicate. If
the Speak with Dead spell is cast on the scythe, the mask will animate
and you can communicate with the soul normally for the duration of the
spell. The spell can be used repeatedly, ignoring the 10-day failure.

563 - Descykarn
Weapon (Scythe) – Rare (3650 gp, requires attunement)
This gold staff has a gold and blue royal helm on top holding a black
core with a red eye in its center. A gold face mask sits above the eye. By
speaking a command word, a black shadowy scythe blade made of thin
twisted tendrils come out from the side of the helm, and can be recalled
by repeating the command word.
When a target is hit by an attack with this scythe, they must make a
C 16 Constitution save or be cursed into an undead. The target becomes
a zombie, gaining the Zombie traits on DMG 282. Attacks by zombies
created like this also require a DC 13 Constitution save or be cursed into
an undead, spreading the zombie curse. The curse cannot be lifted by a
Remove Curse spell, but can be undone by spells that return creatures to
life, like Raise Dead. The scythe can be destroyed if a True Resurrection
spell is cast upon it, returning the trapped soul to life, and lifting the
zombie curse from all the afflicted.
While attuned to this scythe: twice per day, refreshing at midnight,
you can transform yourself into a Mummy (MM 228) as if using the
True Polymorph spell. Pokémon Inspired Weapons & Items
317
564 - Scimitartouga
Weapon (Scimitar) – Rare (4650 gp, requires attunement)
This blue +1 scimitar has a small black turtle shell with
circular indents down the back as its guard, with a blue
ribbon hanging from it.
While attune to this scimitar: you gain 10 feet of swim
speed; gain 5 feet of movement when in rain; any damage
types that you are vulnerable to are treated as regular
damage; and once between long rests, when you are reduced
to 0 hit points but not killed outright, you can drop to 1 hit
point instead.
This scimitar does not suffer any of the disadvantages of
being used underwater.

565 - Carraxecosta
Weapon (Greataxe) – Very Rare (16,550 gp, requires
attunement)
This blue +2 greataxe has a blade made from a black turtle
shell with ridges extending out from the center to the blade
edge. Two long ribbons hang from the back of the blade with
black shells attached near their ends.
While attune to this greataxe: you gain 15 feet of swim
speed; gain 5 feet of movement when in rain; any damage
types that you are vulnerable to are treated as regular
damage; you can eat any non-toxic or poisonous organic
materials, like shells and bones, without any problems; and
once between long rests, when you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead.
This axe does not suffer any of the disadvantages of being
used underwater, and attacks with it deal double damage to
objects and structures.

Pokémon Inspired Weapons & Items


318
566 - Clapteryx
Wondrous (Gloves, Cursed) – Rare (5660 gp, requires
attunement)
These yellow fingerless gloves have a carved red rock on
the back of the palm, three short claws over the knuckles, and
blue trim around the wrist. A set of blue and yellow feathers
is attached to the base of the rock, along with a long red
leather string with blue fletching at the end.
While attuned to these gloves: you gain +1 to unarmed
strike attack and damage rolls; and you gain 5 feet of
movement.
Cursed. These gloves are cursed. While cursed, whenever
you fall to half or less of your maximum hitpoints, you have
disadvantage on your first attack of each round of combat.
This effect ends once you heal to more than half of your
maximum hitpoints.

567 - Archops
Weapon (Dual-Blade Sword, Cursed) – Very Rare (16,750 gp,
requires attunement)
This red +2 dual-blade sword has a blue edge with along
one blade with markings that resemble a wing, while the
other blade is hooked. The handle has a curved guard over it
covered in yellow and blue feathers, along with a long red
leather string with a blue rounded star at the end.
While attuned to this sword: you gain 10 feet of movement;
and you have advantage on an attack roll against a creature if
at least one of your allies is within 5 feet of the creature and
the ally isn't incapacitated.
Cursed. This sword is cursed. While cursed, whenever you
fall to half or less of your maximum hitpoints, you have
disadvantage on your first attack of each round of combat.
This effect ends once you heal to more than half of your
maximum hitpoints.

Pokémon Inspired Weapons & Items


319
568 - Miamiaxema
Weapon (Handaxe) – Uncommon (685 gp, requires
attunement)
This dull-brown handaxe has a ragged blade with purple-
pink flakes embedded in it. A dark green cloth is tied over the
middle of the axe head and then wrapped around the handle.
The handaxe smells quite putrid and foul, like some sort of
chemical waste. Any creatures with a sense of smell that
starts their turn within 10 feet of the axe must succeed on a
DC 11 Constitution saving throw or be poisoned until the
start of their next turn. On a successful saving throw, the
creature is immune to the axe's stench for 24 hours.
While attuned to this handaxe: you are immune to the
poisoned condition; and attempts to take things from your
person (such as a Sleight of Hand roll to steal from you)
always fail.

569 - Garbangdor
Weapon (Hunting Rifle, Cursed) – Rare (9650 gp, requires
attunement)
This dull-brown +1 hunting rifle has a lumpy, rough and
ragged form with purple-pink and blue flakes embedded in it.
Two false barrels come out of the forestock above and below
the real barrel. A torn dark green cloth covers the middle and
stock of the rifle, hanging loosely. A dull-brown pom-pom sits
overtop of the chamber.
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, have a range of 80/240,
the two-handed and loading properties, holding up to 5
bullets, and weighting 8 lbs when empty. It is shot similarly to
a crossbow, but requires its own proficiency, and uses
Constitution as its attack modifier, but doesn't use a damage
modifier beyond the +1. On a successful hit, the target takes
2d10 piercing damage.
The rifle smells quite putrid and foul, like some sort of
chemical waste. Any creatures with a sense of smell that
starts their turn within 10 feet of the rifle must succeed on a
DC 14 Constitution saving throw or be poisoned until the
start of their next turn. On a successful saving throw, the
creature is immune to the rifle's stench for 24 hours.
While attuned to this rifle: you gain the Poison Spray
cantrip (DC 14); you are immune to the poisoned condition;
and if an attack from an enemy within 5 feet of you drops you
to 0 hitpoints, they take 1/4 of their hitpoint max in Poison
damage.
Cursed. This rifle is cursed. While cursed, when you are in
combat, anytime you take a physical hit, until the end of
combat your AC reduces by 1, but you gain 5 feet of
movement, and you have advantage on your next Dexterity
save. This effect stacks, and lasts until the end of combat,
when your AC and movement return to normal.

Pokémon Inspired Weapons & Items


320
570 - Wakizorua
Weapon (Longsword) – Rare (1750 gp, requires attunement)
This black +1 wakizashi longsword has red flair along the
bottom back of the blade. The handle is wrapped in red cloth
with a black bow. It has a matching sheath with red trim and
flair, as well black cloth with red ends wrapped around the
top of the sheath.
While attuned to this sword, you can cast Disguise Self at
will, but the spell is immediately dismissed if you are hit by an
attack that does slashing, piercing or bludgeoning damage.
If you land a critical hit on a target with this sword, the
target has disadvantage on their next attack.

571 - Zorokamark
Weapon (Scythe) – Very Rare (17,500 gp, requires
attunement)
This black +2 scythe has a red blade edge, fox ears at the
back of the blade, followed by a red and black ponytail with
an aquamarine orb tying the end. A guard curves over the top
of the shaft, and the pommel is a red spike.
While attuned to this scythe: you gain the Minor Illusion
cantrip: and you can cast Disguise Self at will, but the spell is
immediately dismissed if you are hit by an attack that does
slashing, piercing or bludgeoning damage.
If you land a critical hit on a target with this scythe, the
target has disadvantage on their next attack.
This scythe has 7 charges that refresh at midnight, and you
can expend charges to cast the following spells, with each
additional charge upcasting the spell by a level.
Illusory Script (1 charge)
Silent Image (1 charge)
Blur (2 charges)
Mirror Image (2 charges)
Hypnotic Pattern (3 charges)
Major Image (3 or 6 charges)
Hallucinatory Terrain (4 charges)
Seeming (5 charges)
Programmed Illusion (6 charges)
Mental Prison (6 charges)
Mirage Arcane (7 charges)
Project Image (7 charges)

Pokémon Inspired Weapons & Items


321
572 - Minccibow
Weapon (Shortbow, Cursed) – Common (75 gp, requires
attunement)
This gray shortbow has fur covered arms. Above the handle
is an oval hoop that resembles an ear, and a long fluffy tail
with a white tip.
While attuned this bow, you have +1 to Persuasion rolls.
Cursed. This bow is cursed. While cursed, you are
compelled to clean. If you see something exceptionally dirty
or messy, you must make a DC 10 Wisdom save or spend
your time cleaning. If this is in combat, you make this roll at
the start of each of your turns, spending the turn trying to
clean the dirty item or mess on a fail.

573 - Cinccinolg
Weapon (Spear, Cursed) – Uncommon (375 gp, requires
attunement)
This gray spear has a cross guard of two oval hoops that
resembles ears, and several long white ribbons that swirl
around the spear.
While attuned this spear, you have advantage on
Persuasion rolls.
When you make an attack with this spear, you can choose
to use your bonus action to make a second attack using the
long ribbons doing 1d4 slashing damage, per Two-Weapon
Fighting on PHB 195.
Cursed. This bow is cursed. While cursed, you are
compelled to clean. If you see something exceptionally dirty
or messy, you must make a DC 13 Wisdom save or spend
your time cleaning. If this is in combat, you make this roll at
the start of each of your turns, spending the turn trying to
clean the dirty item or mess on a fail.

Pokémon Inspired Weapons & Items


322
574 - Gothitto
Weapon (Dagger, Cursed) – Uncommon (475 gp, requires attunement)
This black dagger has a thin loop blade with a lavender insert. The cross
guards are made with the same design with a white bow tied to one side.
While attuned to this dagger: you gain the Mage Hand cantrip; and
at the start of combat you can sense if any opponents you can see have
any magic items, including which opponent(s) but not what item(s).
Cursed. This dagger is cursed. While cursed, you can get intently
observant of random things and ignoring what's going on around you.
You have advantage on Investigation checks, but have -5 to you Passive
Perception.

575 - Gothoritachi
Weapon (Dual Shortswords) – Rare (1575 gp, requires attunement)
These black +1 shortswords have teardrop shapes at the bottom
backside of the blade with lavender inserts. Each sword has a crescent
as the guard with white bows tied around it, followed by the handle
wrapped in white cloth. A long white ribbon with bows tie in it hangs
from each pommel.
While attuned to these swords: you gain the Mage Hand cantrip; at
the start of combat you can sense if any opponents you can see have any
magic items, including which opponent(s) but not what item(s); and if an
enemy does something that inflicts a disadvantage on any of your rolls,
you have advantage on spell attack rolls for the duration.
These swords have 4 charges that refresh at midnight, and you can
expend charges to cast the following spells, with each additional charge
upcasting the spell by a level.
Charm Person (1 or more charges)
Hold Person (2 or more charges)
Dominate Beast (4 charges)
576 - Gothafftelle
Staff () – Very Rare (16,750 gp, requires attunement)
This black staff has a multi-spiral top that merged and then splits in
two, with a horn on one side and four spread out disks on the other side.
A large white bow is tied around the horn, with two smaller bows tied
below the spiral and another tied above the large black spike pommel
with lavender inlay.
All efforts to teleport or move to another plane of existence within
120 feet of this staff automatically fail, including your own or those of
your allies. Any spell slots or magic charges used to try are still
consumed. This does not prevent creatures from being summoned
into the space however, or if a creature would return to their plane of
existence upon being brought to 0 hitpoints from returning.
While attuned to this staff: you gain a +2 bonus to spell attack and
damage rolls; you gain the Mage Hand cantrip; at the start of combat
you can sense if any opponents you can see have any magic items,
including which opponent(s) but not what item(s); and if an enemy does
something that inflicts a disadvantage on any of your rolls, you have
advantage on spell attack rolls for the duration.
This staff has 6 charges that refresh at midnight, and you can
expend charges to cast the following spells, with each additional charge
upcasting the spell by a level.
Charm Person (1 or more charges)
Hold Person (2 or more charges)
Dominate Beast (4 or more charges)
Divination (4 charges)
Dominate Person (5 or more charges)

Pokémon Inspired Weapons & Items


323
577 - Solosace
Weapon (Mace) – Uncommon (775 gp, requires attunement)
This green mace has a crystal green orb for a head floating
over the handle. The orb has a smaller light green orb inside
it, with a red rhombus gem in the center and a small spiral
coming off on the bottom. The top of the handle has green
spirals under the orb.
While attuned to this dagger: you gain telepathy (MM 009)
with a range of 30 ft.; and an ethereal green energy extends
around you, making you immune to damage and effects
caused by weather, powders and spores, whether natural or
magical.

578 - Duobillao
Weapon (Dagger, Cursed) – Rare (1785 gp, requires
attunement)
This light green +1 dagger has a red rhombus gem in the
bottom of the blade and a hook over the top of the handle. An
ethereal green energy extends from the blade, over the hook
into a guard over the handle, and over the spike pommel.
While attuned to this dagger: you gain telepathy (MM 009)
with a range of 60 ft.; an ethereal green energy extends
around you, making you immune to damage and effects
caused by weather, powders and spores, whether natural or
magical; and you take half damage from hazards (such as
fires or thorns) and standing spells (such as Wall of Fire or
Wall of Thorns).
Cursed. This dagger is cursed. While cursed, you are of two
minds, literally, as your mind is split in two. Both minds are
yours, but they are not always on the same page or of the
same mood. Whenever you make an Intelligence, Wisdom or
Charisma roll, roll 2d20 and take the average between the
two scores (rounding up), unless either is a 1 or 20, in which
case you take that. If you roll a 1 and a 20, they cancel each
other out and you take a 10. If you have advantage or
disadvantage on a roll, roll two sets of 2d20 and do the above
with the high or low of each set. Your minds merge back
together when the curse is lifted.

579 - Reunicbow
Weapon (Longbow) – Very Rare (15,950 gp, requires
attunement)
This light green +2 longbow has four floating orbs as the
arms that get progressively larger, with the last orb being
bright red. The handle has three spikes on the front that can
be used to make dagger attacks. An ethereal green energy
extends over the bow, flaring out around the red orbs. When
you go to notch an arrow, an ethereal bowstring forms and
works as a normal bowstring.
While attuned to this dagger: you gain telepathy (MM 009)
with a range of 120 ft.; an ethereal green energy extends
around you, making you immune to damage and effects
caused by weather, powders and spores, whether natural or
magical; you take half damage from hazards (such as fires or
thorns) and standing spells (such as Wall of Fire or Wall of
Thorns); and whenever you take a short rest and heal with
your hit dice, you can double your Constitution modifier for
the healing.

Pokémon Inspired Weapons & Items


324
580 - Ducklaxe
Weapon (Handaxe) – Uncommon (580 gp, requires
attunement)
This blue handaxe has a blade made from a duck wing,
with a curved guard of fluffy feathers over the golden handle.
While attuned to this axe: you have +1 on rolls to prevent
effects that would give creatures advantage on attacks
against you, including the Blinded, Paralysed, Petrified,
Prone, Restrained, and Stunned conditions; and if you are in
rain, you are automatically healed of any status conditions
not being physically induced (like being grappled) at the end
of your turn.
Evolving: If this axe remains in the possession of someone
who performs dances for an audience of at least one other
creature that appreciates dance at least once a day for a year,
it will become a Swannaxe.

581 - Swannaxe
Weapon (Battleaxe) – Rare (1850 gp, requires attunement)
This white +1 battleaxe has a blade made of razor-sharp
feathers. A curve off the back of the blade has a thin yellow
beak attached to it. A guard of elegant blue feathers sits
under the blade.
This battle axe has the Finesse property, and anyone
proficient with any form of dancing has proficiency with this
axe once they are attuned to it.
While attuned to this axe: you have advantage on
Performance rolls to dance; you can't have disadvantage on
attack rolls from non-magical means (such as the dodge
action); you have +1 on rolls to prevent effects that would give
creatures advantage on attacks against you, including the
Blinded, Paralysed, Petrified, Prone, Restrained, and Stunned
conditions; and if you are in rain, you are automatically
healed of any status conditions not being physically induced
(like being grappled) at the end of your turn.

Pokémon Inspired Weapons & Items


325
582 - Vanilmace
Weapon (Mace) – Uncommon (285 gp, requires attunement)
This white mace has a head that resembles a swirl of snow
with icy-blue square and circle crystals embedded in it,
covering a round blue orb. The handle is made of one large
piece of icy-blue crystal, resembling an icicle. The mace is
cool to the touch.
Attacks with this mace do an additional 1d4 cold damage.
While attuned to this mace: you have advantage on
Dexterity rolls when in hail.

583 - Vanilletto
Weapon (Dual Daggers) – Rare (1385 gp, requires
attunement)
These white +1 daggers have blades made of icy-blue
crystal, with two square crystals embeded in the guard. The
handles are also made of crystal. The daggers are cool to the
touch.
Attacks with these daggers do an additional 1d4 cold
damage.
While attuned to this mace: you have advantage on
Dexterity rolls when in hail; and you do not take any damage
from hail, instead regaining hitpoints equal to the damage.

584 - Vanilleux
Weapon (Hunting Rifle) – Very Rare (18,450 gp, requires
attunement)
This white +2 rifle has several icy-blue crystals around the
barrel, including a large one at the end of te barrel that can be
used to preform dagger attacks. A crystal tube comes just
above the hammer, which can be twisted to open to a water
reservoir that can be filled with a pint of water.
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, have a range of 80/240,
the two-handed and loading properties, holding up to 5
bullets made from a pint of water, and weighting 8 lbs when
empty. The water must be fresh and free of pollutants or
debris, otherwise the gun won't fire and will need to be
cleaned out. It is shot similarly to a crossbow, but requires its
own proficiency, and uses Constitution as its attack modifier,
but doesn't use a damage modifier beyond the +2. On a
successful hit, the target takes 2d10 piercing damage and an
additional 2d6 cold damage from a compressed bullet of
super cooled water.
While attuned to this rifle: you have advantage on Dexterity
rolls when in hail; and you do not take any damage from hail,
instead regaining hitpoints equal to the damage.
The weather around this rifle is always being pushed
towards cold, calm, and snowy, as if it has a constant Control
Weather spell in effect. If the rifle is kept in one place, like a
city or dungeon, this weather will last for 1d4+4 days before
dissipating. If the rifle is moved more than 5 miles than
where it was at dawn, or someone casts Control Weather
within 1 mile of the hammer, then the effect reactivates.
If this rifle is brought into a cold climate, the rifle's weather
effect will cause a hailstorm to arise, lasting 1d4+4 days
before dissipating, with the timer resetting anytime the rifle is
used in combat, regardless of if a hailstorm is active or not.

Pokémon Inspired Weapons & Items


326
585 - Vivalandaim
Wand () – Uncommon (855 gp)
This wood wand has a colored end, an amber flower above When expending 1 charge, you can target a creature, a plant
the handle with a large leaf off it, and a small curved branch or 5 by 5-foot empty cube within 60 feet of you that you can
on the other side. This wand has four forms, each see, causing the target to assume a seasonal form of your
corresponding to a season, that changes its color and choice and changing the wand's appearance to match.
appearance. When expending all 3 charges, you target a point within 60
Spring Form - The wand end and leaf are pink, and the feet of you that you can see, and everything withing a 30-foot
branch has small pink blossoms on them. sphere centered on that point assume a seasonal form of
Summer Form - The wand end and leaf are green, and the your choice, as well as the wand's appearance.
branch is covered in lots of small green leaves. For example: you could target an apple tree and make it
Autumn Form - The wand end and leaf are orange, and the assume it's autumn form, immediately producing fruit; you
branch is covered in lots of small orange leaves. could target a bear, making it develop a thick winter coat and
Winter Form - The wand end and leaf are purple-brown, a desire to hibernate; or you could target a field, making snow
and the branch is covered in small tuffs of white cotton. filled difficult terrain appear.
This wand has 3 charges that refresh at noon, and as an This effect lasts for 24 hours, and does not change the age
action you can expend 1 or 3 charges. of anything affected. A unwilling target of this spell can make
a DC 13 Wisdom save to prevent being affected, and on a
success is immune to the wand's magic for 24 hours.

Pokémon Inspired Weapons & Items


327
586 - Mebukijikut
Weapon (Longsword, Spear, Longbow, Morningstar) – Rare (1865 gp, requires attunement)
This wood weapon has four forms, each corresponding to a While attuned to this weapon: you gain 10 feet of movement
season, that changes its appearance depending on the when in sunlight; if you are hit by an attack from a plant-
current season, changing on the Equinox and Solstice. based creature (including things like Dryads) or a plant-based
Spring Form - This +1 wood shichishito longsword has a spells (like Entangle) you have advantage on your next attack;
blade of woven branches and small pink blossoms in the and any spells you cast that would inflict a status condition
nook of each branch, with a fluffy cream-colored fur guard (like Entangle) gains +1 to the save DC.
and fur lined handle. If an Eladrin Elf (MToF 061) attunes to this weapon, they
Summer Form - This +1 wood spear has a small bush of can use a bonus action to shift the weapon between the
green leaves hanging from the end. The cream-colored fur current season and the Eladrin's season, or vice versa, lasting
lined shaft has a curved guard over the center of the shaft. for as long as they remain attuned to the weapon.
Autumn Form - This +1 wood longbow has a bush of
bright red leaves along the top arm of this bow.
Winter Form - This +1 wood morningstar has a head make
several branches woven together with cut spikey ends, with a
fluffy white collar below that, followed by a white handle with
long white fur tuff around the pommel.

Pokémon Inspired Weapons & Items


328
587 - Emolgio
Weapon (Dagger) – Uncommon (255 gp)
This white dagger has a thorn at the base of the blade, and
a black cross guard, one side being a small curve with a
yellow underside, and the other side sharply turns down
jaggedly like a lighting bolt, arching over the handle.
Attacks with this dagger do an additional +1 lighting
damage, and on a hit the target must make a DC 10
Constitution save or be paralysed until the end of their next
turn.

588 - Karrabash
Weapon (Mace, Cursed) – Uncommon (185 gp, requires
attunement)
This blue mace has a head made of a bug carapace, with
light blue and yellow sides and black nubs around the
bottom. A two-pronged insect horn acts as the pommel.
While attuned to this mace: if you fall below half of your
max hitpoints, attacks with this mace do an additional 1d4
bludgeoning damage; and as a reaction, you can attempt to
remove any status condition you have not being physically
induced (ie grappled, restrained). Roll 1d6, and on a 5 or 6,
you're cured of the condition as your skin seems to shed a
thin layer of magical energy that dissipates into the air.
Cursed. This mace is cursed. While cursed, every attack
you do on a target hits regardless of what you roll, even if it is
a critical fail. Critical hits still count as critical hits. However,
every attack on you also hits regardless of the roll, even if it is
a critical fail. Critical hits still count as critical hits.

589 - Escavalberd
Weapon (Halberd, Lance) – Rare (1985 gp, requires
attunement)
This steel +1 halberd has a red edge to the blade, a blue
head with yellow strips, and a cone topper with red strips
around it that allow it to be used as a +1 lance.
While attuned to this weapon: critical hits on you are
normal hits; and you are immune to damage and effects
caused by weather, powders and spores, whether natural or
magical.

Pokémon Inspired Weapons & Items


329
590 - Foongun
Wand () – Uncommon (590 gp)
This white wand is made from a mushroom, with the
handle being a twisted white stem, and the top being a round
mushroom cap with red on one side, white on the other and a
white circle in the center, all outlined in black.
This wand has 3 charges that refresh at midnight. As an
action, you can expend a charge, shooting a cloud of spores
from the wand at a target up to 30 feet from you. The target
must make a DC 13 Constitution save (unless they don't
breathe), with the results depending on how badly they failed
the roll. The spore cloud does not last past the attack.
Save Result Effects
13 or more Passed the save, no effect.
12-9 The target is stunned until the end of their
next turn.
8-5 The target is paralysed until the end of their
next turn.
4-2 The target takes 1d6 poison damage and is
poisoned until the end of their next turn.
1 or less The target takes 1d6 poison damage and
falls asleep for 1 minute.

591 - Teaumaangass
Armor (Dual Shields) – Rare (1850 gp, requires attunement)
These white +1 round shields are made from mushrooms.
The large round caps have red on the top half, white on the
bottom half, and a white circle in the center, all outlined in
black trim. Large spikes come off the front edge of the
shields, allowing you to perform dagger attacks.
While attuned to these shields: whenever you take a short
rest and heal with your hit dice, you can double your
Constitution modifier for the healing.
You can dual wield these shields if you are proficient with
shields and have the Dual Wielder feat. Additionally, if you
are wielding one of these shields, you can use your bonus
action to perform a dagger attack as a second attack with the
shield's spikes, per Two-Weapon Fighting on PHB 195.
While holing at least one of these shield, whenever one of
these shields hits a creature, or a melee attack on you by a
creature within 5 feet of you is 1 to 3 less than your AC (for
example, if your AC is 18 and the attack roll is 15), a cloud of
spores erupts from the shield in the creature's space. The
creature must make a DC 13 Constitution save (unless they
don't breathe), with the results depending on how badly they
failed the roll. The spore cloud does not last past the attack.
Save Result Effects
13 or more Passed the save, no effect.
12-9 The target is stunned until the end of their
next turn.
8-5 The target is paralysed until the end of their
next turn.
4-2 The target takes 1d6 poison damage and is
poisoned until the end of their next turn.
1 or less The target takes 1d6 poison damage and
falls asleep for 1 minute.

Pokémon Inspired Weapons & Items


330
592 - Viskase
Weapon (Mace) – Uncommon (925 gp, requires attunement)
This mace comes in two different colors, light blue and
pink. The round head has a small crown on top with a frill
around the base followed by a few long flowing ribbons. The
pommel is a collection of flared out ribbons. The mace has a
damp air around it.
This mace does not suffer any of the disadvantages of
being used underwater.
While attuned to this mace: all fire damage inflicted within
10 feet of you does half damage, regardless of origin or
target; and whenever you are hit by an attack, the attacker
must make a DC 13 Wisdom save, and on a fail they become
physically unable to use the same attack they just used on
you until the end of their next turn.

593 - Jellicurtana
Weapon (Greatsword) – Rare (1935 gp, requires attunement)
This +1 greatsword comes in two different colors, light
blue and pink. The blue sword has a straight blade and
handle, with a diamond pattern down the center of the blade,
while the pink sword has a blade that tappers to the point,
with a frill along the backside, black lines running up the
center, and a curved handle. Both swords have hooked edges
at the base of the blade, a large rounded cross guard with
long flowing ribbons on each end, and a crown shaped
pommel. The sword has a damp air around it.
This sword does not suffer any of the disadvantages of
being used underwater.
While attuned to this sword: you are immune to damage
caused by water like crashing waves, either natural or
magical in origins, and are healed for 1/4 of the damage it
would do, rounding up; all fire damage inflicted within 15 feet
of you does half damage, regardless of origin or target;
whenever you are hit by an attack, the attacker must make a
DC 13 Wisdom save, and on a fail they become physically
unable to use the same attack they just used on you for 3
rounds. The attacker can attempt the save again at the end of
their turn.

594 - Abowowoba
Weapon (Longbow) – Rare (1495 gp, requires attunement)
This +1 pink longbow has a ribbon tied to either end of the
handle, with the long end and short end hanging freely. The
top of the handle has a black mark that resembles an upside-
down question mark.
This bow does not suffer any of the disadvantages of being
used underwater.
While attuned to this bow: you gain 10 feet of swim speed;
whenever you take a short rest and heal with your hit dice,
you can double your Constitution modifier for the healing; if
you are in rain, you are automatically healed of any status
conditions not being physically induced (like being grappled)
at the end of your turn; and at the end of your turn, if any of
your allies within 5 feet of you are suffering from any status
conditions not being physically induced, roll a d10. On a 1-3,
one of the affected allies are cured of one of their status
conditions, chosen at random.

Pokémon Inspired Weapons & Items


331
595 - Joltap
Wondrous (Gloves) – Uncommon (595 gp, requires
attunement)
These yellow fingerless gloves have fuzzy fur on the
outside. Two black-blue nubs come out over the knuckles,
and three black-blue ovals, one large and two small, sit on the
back of the palm. Black-blue wrappings with yellow ends
extend from the glove wrists.
While attuned to these gloves: you have advantage on
Intimidation rolls; you can move up, down, and across
vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to
your walking speed. However, this doesn't allow you to move
this way on a slippery surfaces, such as those covered by ice
or oil; and unarmed strikes attacks with these gloves do an
additional 1 lighting damage, unless you are at half or less of
your maximum hitpoints, in which case they give unarmed
strikes an additional 1d4 lighting damage.
These gloves have 1 charge that refreshes at noon, and can
be used to cast the Web spell. You can also touch any webs
and conduct the glove's electricity through them, doing 1 (or
1d4 if at half or less max hitpoints) lighting damage to all
other creatures in the web within 20 feet of you.

596 - Galdentula
Weapon (Trident) – Rare (1965 gp, requires attunement)
This +1 navy blue trident has three thin, long prongs with
yellow fur covering the middle of each prong. The guard is a
yellow triangle with four navy orbs embedded in it and a thick
lavender edge along the top sides. The handle is wrapped in
lavender cloth.
While attuned to this trident: you have advantage on
Intimidation rolls; you can move up, down, and across
vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to
your walking speed. However, this doesn't allow you to move
this way on a slippery surfaces, such as those covered by ice
or oil; and attacks with this trident do an additional 1 lighting
damage, unless you are at half or less of your maximum
hitpoints, in which case they do an additional 1d4 lighting
damage.
This trident has 3 charges that refreshes at noon, and you
can expend a charge to cast the Web spell. You can also touch
the trident to any webs and conduct the trident’s electricity
through them, doing 1 (or 1d4 if at half or less max hitpoints)
lighting damage to all other creatures in the web within 20
feet of you.

Pokémon Inspired Weapons & Items


332
597 - Ferroshield
Armor (Shield) – Uncommon (579 gp)
This metal shield is made with several bands of metal
looping around the center with green nub thorns coming off
the bands. A long green thorn comes off the top and bottom
of the shield.
While wielding this shield, anyone who hits you with a
melee attack takes 1d2 piercing damage from the shield.
Multi-attacks take damage for each of the attacks.
If someone attempts to grapple, restrain or otherwise
comes in contact with you while you are wielding this shield,
they take 1d4 piercing damage from the shield when they
make the attempt (whether successful or not) and when they
begin their turn in contact with you.
Additionally, if you are wielding this shields, you can use
your bonus action to perform a second attack with the
shield's spikes, per Two-Weapon Fighting on PHB 195, doing
1d4 piercing damage + your Strength modifier.

598 - Flarrothorn
Weapon (Flail) – Rare (1985 gp, requires attunement)
This +1 metal flail has three metal bands with small thorny
nubs wrapped around the top of the handle, with three green
metal cables attached above that to a small green thorned
head.
While wielding this flail, anyone who hits you with a melee
attack takes 1d2 piercing damage from the flail. Multi-attacks
take damage for each of the attacks.
If someone attempts to grapple, restrain or otherwise
comes in contact with you while you are wielding this flail,
they take 1d4 piercing damage from the flail when they make
the attempt (whether successful or not) and when they begin
their turn in contact with you.
While attuned to this flail: you can move up, down, and
across vertical surfaces and upside down along ceilings,
while leaving your hands free. You have a climbing speed
equal to your walking speed. However, this doesn't allow you
to move this way on a slippery surfaces, such as those
covered by ice or oil.

Pokémon Inspired Weapons & Items


333
599 - Tictaxe
Weapon (Battleaxe) – Uncommon (599 gp, requires
attunement)
This metal battleaxe has a blade with a gear toothed edge.
Two gears with blue orbs in their center are attached to the
center and backside of the blade.
While attuned to this axe: you have +1 to Initiative rolls;
and if a spell or magical effect that does lighting damage
comes within 30 feet of you (such as the line from a Lighting
Bolt passing within 30 feet of you), regardless if it damages
you, then you have advantage on your next attack as the blue
orbs absorb some of the lighting and crackle with energy.
Evolving: If this battleaxe remains on the Outer Plane of
Mechanus for a month, it will become a Kliklaxe.

600 - Kliklaxe
Weapon (Greataxe, Saw) – Rare (1600 gp, requires
attunement)
This +1 metal greataxe has a large gear for a blade, with
another smaller gear in the center with a large blue orb
embedded in it and a third gear beside that with a smaller
blue orb embedded it.
You can speak a command word as a bonus action to have
the blade start spinning noisily, doing an additional 1d6
slashing damage, but you automatically fail all stealth checks.
You can turn this off by repeating the command word. Anyone
proficient with Carpenter's Tools can use this feature to cut
the amount of time it takes to create or destroy wooden
objects in half.
While attuned to this axe: you have +1 to Initiative rolls;
and if a spell or magical effect that does lighting damage
comes within 30 feet of you (such as the line from a Lighting
Bolt passing within 30 feet of you), regardless if it damages
you, then you have advantage on your next attack as the blue
orbs absorb some of the lighting and crackle with energy.

601 - Klinkhanda
Weapon (Greatsword, Saw) – Very Rare (16,100 gp, requires
attunement)
This +2 metal great sword has a large gear with a red orb
in its center surrounded by a spiked hoop for the guard. The
blade is encased in protective shielding with decorative gears
along the back side, with one side exposed to reveal a set of
gear toothed blades on a chain inside.
You can speak a command word as a bonus action to have
the bladed chain inside the casing start moving noisily, doing
an additional 1d6 slashing damage, but you automatically fail
all stealth checks. You can turn this off by repeating the
command word. Anyone proficient with Carpenter's Tools can
use this feature to cut the amount of time it takes to create or
destroy wooden objects in half.
While attuned to this sword: you have advantage on rolls
against conditions and effects that would imposes a
disadvantage on you; you have +1 to Initiative rolls; and if a
spell or magical effect that does lighting damage comes
within 30 feet of you (such as the line from a Lighting Bolt
passing within 30 feet of you), regardless if it damages you,
then you have advantage on your next attack as the blue orbs
absorb some of the lighting and crackle with energy.

Pokémon Inspired Weapons & Items


334
602 - Tynampilan
Weapon (Longsword) – Uncommon (260 gp, requires
attunement)
This white metal hilt has a cylinder top with a red X on top
where a blade would be affixed. When attuned to this hilt, you
can press a button on the hilt as a bonus action, causing a
yellow blade of pure electricity to extend from the X. The
blade does lightning damage instead of slashing damage, and
can be recalled by pressing the button again.
While attuned to this sword: you are not affected by
difficult terrain.

603 - Eelektrace
Weapon (Mace) – Rare (1360 gp, requires attunement)
This navy blue +1 mace has a crown-like top with a red
band and white teeth-like points. The head has white orbs
embedded around its center in a band of yellow inlay, with a
line of yellow inlay going down the head at each orb, followed
by three yellow dots. Two long fin-like ribbons hang from
either side, while the pommel resembles a red fish tail.
Attacks with this mace do an additional 1d4 lightening
damage, and on a hit the target must make a DC 14
Constitution save or be Paralyzed until the end of their next
turn.
While attuned to this mace: you are not affected by difficult
terrain.
Evolving: If this mace remains on the Elemental Plane of
Water for a year, it will become a Ohmassaclub.

604 - Ohmassaclub
Weapon (Greatclub) – Very Rare (14,600 gp, requires
attunement)
This navy blue +2 greatclub has a large bulbous head, with
a red band around the top with white teeth coming off it. On
the sides are yellow strip inlays is a red orb embedded in the
center, followed by two yellow dots. A navy cord hangs from
the top of the club with a ragged cream cloth attached to its
underside, and two matching ragged clothes are attached to
the bottom of the head. Two navy cords hang from the middle
of the head, with flayed ends that have yellow spots on them.
Attacks with this club do an additional 1d6 lightening
damage, and on a hit the target must make a DC 16
Constitution save or be Paralyzed until the end of their next
turn.
While attuned to this club: you are not affected by difficult
terrain; and have advantage to rolls to grapple others.

Pokémon Inspired Weapons & Items


335
605 - Elgyewand
Wand () – Rare (5600 gp, requires attunement)
This light blue wand has an oblong head with a dark blue Y
design inlayed on it. A curve guard over the handle has green,
red and yellow orbs arranged in a triangular pattern at the
bottom.
While attuned to this wand: you can make the green, red
and yellow orbs on the wand flash and blink at will; you gain
telepathy (MM 009) with a range of 30ft.; can sense your
allies within 30 feet of you, when they are about to attack, and
have advantage to Dexterity rolls to avoid getting caught in
their attacks, taking half damage on a fail and no damage on
a save; and if you go last in initiative, you have advantage on
your attacks.
Evolving: If this wand remains on The Astral Plane for a
month, it will become a Beheeyaff.

606 - Beheeyaff
Staff () – Very Rare (16,600 gp, requires attunement)
This light brown staff has an oblong top with a dark brown
Y design inlayed on it with a hoop floating around it. The
hoop has two green crystals hanging from either side. A
guard curves over the top of the shaft, with red, green and
yellow orbs embedded in it.
While attuned to this staff: you can make the green, red
and yellow orbs on the staff flash and blink at will; you gain a
+1 bonus to spell attack and damage rolls; gain telepathy
(MM 009) with a range of 60ft.; can sense your allies within
60 feet of you, when they are about to attack, and have
advantage to Dexterity rolls to avoid getting caught in their
attacks, taking half damage on a fail and no damage on a
save; if you are inflicted with the Blinded, Deafened,
Frightened, Stunned, Paralysed, or Poisoned status condition,
the creature that inflicted that condition is also inflicted with
the condition unless they are immune to it; and if you go last
in initiative, you have advantage on your attacks.
This staff has 1 charge that refreshes at midnight, which
can be used to cast the Modify Memory spell.

Pokémon Inspired Weapons & Items


336
607 - Funécirod
Rod () – Uncommon (373 gp)
This gold rod has a white candle on top of it that is half-melted with significant
drippage on top the rod.
You can speak a command word as a bonus action to cause the candle to light
with a large purple flame, acting as a torch and providing bright light in a 20-foot
radius and dim light for another 20 feet. If you make a melee attack with a lit rod
and hit, it deals 1 fire damage. You can extinguish the flame by repeating the
command word or submerging the flame in water.
Any creatures that attempts to grapple or restrain you while you are holding a lit
rod has disadvantage on the roll to do so and takes 1 fire damage. They have
disadvantage to maintain the grapple or restraint, and take 1 fire damage at the start
of any turn they are grappling or restraining you.
Evolving: If this rod remains on Shadowfell for a month and year, it will become
a Staffelabra.

608 - Laternaxto
Weapon (Greataxe) – Rare (1680 gp, requires attunement)
This black +1 greataxe has a thin blade that curves around a lantern with a broad lampshade.
You can speak a command word as a bonus action to cause the lantern to light with a purple-blue flame, providing bright light in
a 30 foot radius and dim light for an additional 30 feet. You can extinguish the flame by repeating the command word.
Attacks with this axe do an additional 1d4 fire damage.
Any creatures that attempts to grapple or restrain you while the lantern is lit has
disadvantage on the roll to do so and takes 1d4 fire damage. They have
disadvantage to maintain the grapple or restraint, and take 1d4 fire damage at
the start of any turn they are grappling or restraining you.
While attuned to this axe: you are immune to fire damage: if you are hit by
enemy fire damage, any spells or attacks that do fire damage (including those
done with this axe) do an additional 1d4 fire damage; and you can sense when
creatures within 30 feet fail death saves, as well as when a large number of
creatures have recently died within 100 miles of you.

609 - Staffelabra
Staff () – Very Rare (16,900 gp, requires attunement)
This black staff has an orb on top made of glass pieces held together by wrought
iron with a wrought iron crown. Two arms come off the staff just below the arm, curving
upward into a spiral. Three small rings hang freely on each arm, as well as two long thin black ribbons.
You can speak a command word as a bonus action to cause the orb to light with a purple-blue flame spewing from the crown as
well as the ends of the ribbons igniting, acting as a lantern, providing bright light in a 30-foot radius and dim light for an additional
30 feet. You can extinguish the flames by repeating the command word.
Any creatures that attempts to grapple or restrain you while the lantern is lit has disadvantage
on the roll to do so and takes 1d4 fire damage. They have disadvantage to maintain the
grapple or restraint, and take 1d4 fire damage at the start of any turn they are grappling
or restraining you.
While attuned to this staff: you gain a +2 bonus to spell attack and damage rolls; you
are immune to fire damage: if you are hit by enemy fire damage, any spells or attacks
that do fire damage do an additional 1d4 fire damage; your spells will bypass any
buffs, resistances and immunities the target has from spells and magic items;
and you can sense when creatures within 30 feet fail death saves, as well
as when a large number of creatures have recently died within 100 miles
of you, such as from a battle between two armies.
This staff has 8 charges that refresh at midnight, which you can use
to cast the following spells, with each extra charge upcasting the spell by 1 level:
Hellish Rebuke (1 or more charges)
Arms of Hadar (1 or more charges)
Vampiric Touch (3 or more charges)
Enervation (5 or more charges)

Pokémon Inspired Weapons & Items


337
610 - Axewkles
Weapon (Dual Sickles, Quaterstaff) – Uncommon (610 gp,
requires attunement)
These green sickles have a large dark green curved horn
on top of each sickle, along with two white spikes off the back
of the handle. The pommel of each sickle is a latching
mechanism, and the two can be latched together as a bonus
action, turning the set into a bladed Quarterstaff, allowing
you to do 1d6 slashing damage instead of 1d6 bludgeoning
damage and do a follow-up sickle attack after you attack with
the staff, per Two-Weapon Fighting on PHB 195.
While attuned to these sickles: any teeth you have lost will
regrow at a rate of 1 every 2d4 days; you gain 5 feet of
climbing speed; and you have advantage on Intimidation rolls.

611 - Fraxuwuk
Weapon (Dual Shortswords) – Rare (1610 gp, requires
attunement)
These dual charcoal grey +1 shortswords have red tips to
the blades, and dark green guards that resemble armored
collars. The handle has two red marks on it, while the dark
green pommel has two red spikes on the end.
Attacks with these shortswords ignore any damage
immunities or resistances the target might have.
While attuned to these shortswords: you gain 10 feet of
climbing speed; you have advantage on Intimidation rolls; and
any creatures not allied with you within 30 feet of you have
disadvantage on rolls to prevent being frightened.

612 - Haxoruck
Weapon (War Pick) – Very Rare (12,600 gp, requires
attunement)
This black +2 warpick has two picks on each side of the
pick, with red blade edges along the top, a dark gold spike on
top, and some dark gold plating along the shaft leading to a
dark gold cross guard that has several spines along the top
before curving down over the black handle. The pommel is a
red spike.
Attacks with this warpick ignore any damage immunities or
resistances the target might have.
While attuned to this warpick: your teeth become
unbreakable and extremely durable; you gain 15 feet of
climbing speed; you have advantage on Intimidation rolls; and
any creatures not allied with you within 60 feet of you have
disadvantage on rolls to prevent being frightened.

Pokémon Inspired Weapons & Items


338
613 - Glovchoo
Wondrous (Gloves) – Uncommon (325 gp, requires
attunement)
These white fur fingerless gloves have an ice-like gem on
the back of the palm, and a smaller gem above each knuckle.
A thick light blue trim goes around the wrist, with icy blue
lace coming up from the glove side of the trim. An icy blue
water drop-shaped glass charm hangs from the side of the
wrist.
While attuned to these gloves: your Unarmed Strikes do an
extra 1 cold damage; and when in snowy or icy environments,
you have advantage on Dexterity saves.

614 - Bolariffe
Weapon (Longbow) – Rare (1460 gp, requires attunement)
This white +1 longbow has fur covering the arms, and an
icy guard over the handle with spikes coming off it, allowing
you to make dagger attacks with it. The handle is wrapped
with white cloth with the two ends hanging freely, one of
which is frayed with icy blue edges, while the other has a
black oval embedded in the center with three black claws
hanging from it.
Attacks with this longbow do an additional 1d4 cold
damage.
While attuned to this bow: when in snowy, icy or rainy
environments, you have advantage on Dexterity saves and
gain +2 to initiative rolls; and if an arrow fired from this bow
hits water, it will create a sheet of ice that is 1-foot thick, has
a 5-foot diameter, and able to support any Medium sized or
smaller creature for 1 minute before melting apart into
smaller pieces. The ice sheet will follow the currents of the
water. There is no limit to the number of sheets that can be
created, but any arrows used this way are destroyed in the
process.

615 - Cryogonaxe
Weapon (Dual Handaxes, Cursed) – Very Rare (10,650 gp,
requires attunement)
These icy blue +2 handaxes are each shaped like half of a
hexagon, with handle on the inside center of the long side,
and the rest of the hexagon is the blade. The blade has a dark
blue line along its side, while the corners have snowflake-like
spikes on them. A set of white ribbons hangs from the bottom
of each axe.
Attacks with these handaxes do an additional 1d4 cold
damage.
While attuned to these handaxes: you are immune to
difficult terrain; and you can cast the Gaseous Form spell on
yourself at will.
Cursed. These axes are cursed. While cursed, anytime you
take fire damage, you are immediately subjected to the
Gaseous Form spell. In order to dismiss the spell, you must
either take cold damage or cooled down in some manner,
which will immediately revert you back to normal, wait the 1
hour for the spell to end, or succeed an opposing
Concentration check as an action, with the DC being either
10 or half of the fire damage taken, which ever is higher. The
cursed casting of the spell does not use your concentration,
and you can otherwise operate normally as a gaseous form.

Pokémon Inspired Weapons & Items


339
616 - Shelmeteor
Weapon (Single Head Meteor Hammer) – Uncommon (175
gp, requires attunement)
This metal single head meteor hammer has a partially
open clam shell like head with line markings on top and a
pink orb inside. The weight at the other end of the chain has
a swirl design.
While attuned to this meteor hammer: if you are in rain,
you are automatically healed of any status conditions not
being physically induced (like being grappled) at the end of
your turn; and you are immune to damage and effects caused
by weather, powders and spores, whether natural or magical.

617 - Accelfoil
Weapon (Rapier) – Rare (1670 gp, requires attunement)
This pink +1 rapier has a green line down the blade, a
guard the curves over the handle and is wrapped with ragged
dull blue cloth. The rapier has a matching dull blue sheath,
with a black + on it and a pink curved handle.
While attuned to this rapier: you gain +5 to Initiative rolls;
attempts to take things from you, such as by stealing with
Sleight of Hands checks or trying to pull things away with
opposing Strength checks, have disadvantage; if you are in
rain, you are automatically healed of any status conditions
not being physically induced (like being grappled) at the end
of your turn; and when you doff medium or heavy armor, your
movement, climbing, swimming and flying speeds (if any) are
doubled for 1 minute or until you don medium or heavy
armor.

618 - Limacede
Weapon (Mace) – Rare (1860 gp, requires attunement)
This brown +1 mace has a yellow crest on top followed, by
two long fins with a yellow in between them. A dark brown
guard curves over the handle with a long fin coming off it.
Attacks with this mace do an additional 1d4 lightening
damage, and on a hit the target must make a DC 16
Constitution save or be Paralyzed until the end of their next
turn.
While attuned to this mace: you are immune to being
Paralyzed; have advantage to hide in mud, earth and sand;
and you have advantage on Dexterity saves when in a
sandstorm.

Pokémon Inspired Weapons & Items


340
619 - Klawfouine
Wondrous (Claws) – Rare (1690 gp, requires attunement)
This cream-colored clawed glove has thick red trim wrap
around the knuckles, followed by a thick line of yellow trim
running down the back of the palm, flanked by two red ovals,
before connection to thin yellow trim that wraps around the
wrist multiple times before being tied off. Three straight
metal claws extend from between the knuckles.
You can use the claws as a melee weapon while wearing
them. You have proficiency with it, it uses your Strength
modifier, it does +1 to attack and damage rolls, and it deals
1d8 slashing damage. Monks can use the claws for their
unarmed strikes, and they count as Monk weapons.
While attuned to these gloves: you are immune to the
Stunned condition.

620 - Shaofanine
Weapon (Tessen) – Very Rare (12,600 gp, requires
attunement)
This white +2 tessen has a light purple edge and light
purple tipped ribbon end-like markings on the fan. The
guards also resemble ribbon ends with light purple tips. The
hinge has a ribbon bow arranged to look like a lilac flower,
with three ribbons hanging off it, a large one with a light
purple tip, and two smaller ones with gold tips.
While attuned to this tessen: you are immune to the
Stunned condition; you can spend an action focusing
yourself, giving you either advantage or double damage on
your next attack so long as you attack with this tessen or an
unarmed strike; and whenever you take a short rest and heal
with your hit dice, you can double your Constitution modifier
for the healing.

621 - Drakkaxemin
Weapon (Battleaxe, Cursed) – Very Rare (16,210 gp, requires
attunement)
This blue +2 battleaxe has a spiky red topper that looks like
a dragon's head, and a large spiked blue blade. A spiked
counter weight comes off the back of the blade. A dragon's
claw acts as the pommel.
Attacks with this axe ignore any damage immunities or
resistances the target might have.
While attuned to this axe: you have advantage on Strength
saves and Survival checks; and anytime another creature
comes in contact with you, such as by grappling you, they
take 1d8 slashing damage.
Cursed. This axe is cursed. While cursed, anytime you are
hit by cold damage, you must roll a Constitution save, with
the DC being either 10 or half of the cold damage taken,
which ever is higher. On a fail you become magically
Restrained, and remain so until you are hit by fire damage,
warmed up in some manner, or succeed the Constitution save
again, which you can attempt at the end of your turn.

Pokémon Inspired Weapons & Items


341
622 - Goletto
Weapon (Dagger, Cursed) – Uncommon (235 gp, requires
attunement to someone of a Lawful alignment)
This teal dagger has a blade made of earthen clay, with
softly glowing straight yellow lines in it and copper bands
wrapped around its lower half. A square swirl emblem is
embedded into the middle of the guard, glowing yellow.
You can speak a command word to make the dagger's
glowing lines intensify, emitting bright light for 10 feet and
dim light for another 10 feet. You can turn this off by
repeating the command word.
While attuned to this dagger: you are immune to
petrification and any spell or effect that would change your
form; and you have advantage on rolls to prevent being
exhausted, charmed or frightened.
Cursed. This dagger is cursed. While cursed, every attack
you do on a target hits regardless of what you roll, even if it is
a critical fail. Critical hits still count as critical hits. However,
every attack on you also hits regardless of the roll, even if it is
a critical fail. Critical hits still count as critical hits.

623 - Golurkannon
Weapon (Handcannon, Cursed) – Rare (6320 gp, requires
attunement to someone of a Lawful alignment)
This teal +1 handcannon is made of earthen clay, and has
softly glowing straight yellow lines and square swirl emblem
all over it, along with a glowing crack on one side with a
copper plate bolted over it like a bandage. The barrel, handle
and butt of the cannon all have copper trim around the ends.
You can speak a command word to make the cannon's
glowing lines intensify, emitting bright light for 15 feet and
dim light for another 15 feet. You can turn this off by
repeating the command word.
While attuned to this cannon: you are immune to
petrification, exhaustion and any spell or effect that would
change your form; and you have advantage on rolls to prevent
being charmed or frightened.
Cursed. This cannon is cursed. While cursed, every attack
you do on a target hits regardless of what you roll, even if it is
a critical fail. Critical hits still count as critical hits. However,
every attack on you also hits regardless of the roll, even if it is
a critical fail. Critical hits still count as critical hits.
Handcannons
Handcannons are Martial Ranged Weapons that are miniature cannons that can be operated by hand. Anyone proficient with
Firearms or Siege Equipment is proficient with Handcannons. Handcannons fire 3-inch diameter cast iron balls using gunpowder.
The gunpowder and ball can be loaded separately, or together in a paper wrapping.
Common handcannons are made of iron and/or steel, look like a small cannon, and often have a sturdy leather strap to help
carry and hold the hand cannon. They cost 250 gp, weight 25 lbs., and have the heavy, two-handed, ammunition, and reload (1
shot) properties. When firing a handcannon, you must resist recoil with a DC 10 Strength save or be knocked prone.
Gunpowder Each shot needs a minimum of 4 pounds of gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg (MToF 204).
Handcannon Ball Using a standard iron Handcannon Ball, which have 3-inch diameters, weight 4 lbs, and cost 10 gp each, you
can make a ranged attack at 300/1200 ft to hit one target, doing 4d10 bludgeoning damage.
Improvised Ammo Using things like rocks changes the range to 150/600 and does 3d8 bludgeoning. Using gravel/pebbles, the
range is 30/120 and does 2d6 piercing damage.

Pokémon Inspired Weapons & Items


342
624 - Komaxe
Weapon (Battleaxe) – Rare (1525 gp, requires attunement)
This red +1 battleaxe has a short but tall blade, and a black
section below that with eight metal spikes coming out of it
like a set of ribs. The butt of the handle has two metal spikes
coming out of it.
While attuned to this axe: you are immune to being
stunned; and if an enemy gives you disadvantage on any rolls,
you have advantage on your next attack roll, with the
advantage cancelling out if the disadvantage was on attack
rolls.

625 - Kirikizaxe
Weapon (Spear, Chain Axe) – Very Rare (16,250 gp, requires
attunement)
This metal +2 spear has a large blade with hooked back
edges, a red handle over the first half of the shaft, with the
second half of the shat being red with black line inlay, and a
metal butt that splits apart at the end to resemble a hoof. A
chain is attached to the handle, with a golden axe head
attached to it, followed by three metal claws that get
progressively smaller. The axe can be used as a +2 Chain
Axe.
While attuned to this weapon: you are immune to being
stunned; if an enemy gives you disadvantage on any rolls, you
have advantage on your attack rolls for as long as that
disadvantage remains, with the advantage cancelling out if
the disadvantage was on attack rolls.
Any enemy within 60 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use
Sorcery points, or any other similar multi-point system to
cause an effect must use a 1 level higher spell slot or one
more point/charge in order to cause the effect. This does not
apply to abilities like Rage, Bardic Inspiration, Channel
Divinity, Wildshape, and Divine Smite.
Chain Axes
Chain Axes are Martial Melee Weapons, functioning as a
cross between a Flail and a Hand Axe, and anyone proficient
with those weapons has proficiency with a Chain Axe.
A common chain axe is a 10-foot chain with a broad axe
head on one end, and a small weight on the other end for
balance. Using a meteor hammer requires a lot of
concentration, and so you have disadvantage on
Concentration saves while wielding a chain axe. Common
chain axe cost 30 gp, do 1d8 slashing, weight 8 lb., and have
the finesse, heavy, two-handed and reach properties, but you
have disadvantage on the attack roll with reach.

Pokémon Inspired Weapons & Items


343
626 - Bouffaulant
Weapon (Maul, Cursed) – Very Rare (12,660 gp, requires attunement)
This brown +2 maul has a large sphere head covered with a
fine, curly hair and a horn coming out of either side. Each
horn has two gold rings wrapped around its midsection.
Attacks with this maul can do piercing damage instead of
bludgeoning damage.
While attuned to this maul: you are immune to Thunder
damage; if you take damage from a plant creature, a spell that
manipulates plants, or a weapon made predominately of
plants and plant material (including those made of wood), you
gain advantage on your next attack.
Head Charge. If you move at least 15 feet straight toward
a target and then hit it with an attack from the maul on the
same turn, the target takes an extra 3d6 bludgeoning
damage, however, you take recoil force damage equal to 1/4
of the damage done.
Cursed. This maul is cursed. While cursed, you have
disadvantage on attacks against and disadvantage on rolls to
prevent being charmed by enemies that appear to have afros.

627 - Fusaiglon
Weapon (Dual Daggers, Cursed) – Rare (6720 gp, requires attunement)
These dual +1 Sai daggers have blades that resemble bird
feet and talons. A white fluff of small feathers acts as the
guard, with a long white-tipped red feather coming off it. The
blue handle has a pommel made of white tail feathers.
While attuned to these daggers: you cannot have
disadvantage on attacks from non-magical means like the
dodge action; and you can choose to give yourself
disadvantage on an attack, provided you do not already have
it, to do double damage for that attack with these daggers.
Cursed. These daggers are cursed. While cursed, you are
compelled to act aggressive towards those larger than
yourself, and provoke opponents larger than yourself to come
after you. Anytime you wish to not be aggressive or provoking
from this curse, you must succeed a DC 15 Wisdom save.

628 - Warrglance
Weapon (Lance, Cursed) – Very Rare (16,280 gp, requires attunement)
This dark blue +2 lance has a large blade coming from a
guard that resembles an eagle's head, with yellow beak, red
creat and white plume of feathers. The shaft is wrapped in
the red cloth and has a gold spike as the pommel.
While attuned to this lance: you have advantage to prevent
being Frightened; you cannot have disadvantage on attacks
from non-magical means like the dodge action; and if a
hostile creature gives you disadvantage on any rolls, you have
advantage on your attacks with this lance for the duration of
the disadvantage. If the disadvantage is on attack rolls, then
this cancels out the disadvantage.
Cursed. This lance is cursed. While cursed, you are
compelled to act aggressive towards those you think have
wronged your allies, and provoke opponents that have
harmed your allies to come after you. Anytime you wish to not
be aggressive or provoking from this curse, you must succeed
a DC 18 Wisdom save.

Pokémon Inspired Weapons & Items


344
629 - Valchang
Weapon (Boomerang, Cursed) – Rare (1629 gp, requires
attunement)
This black +1 boomerang has one end covered in black
feathers resembling a black wing, while the other end is a
pink bone. The middle of the boomerang is covered with
large pieces from a skull.
While attuned to this boomerang: you have advantage on
rolls to prevent effects that would give creatures advantage
on attacks against you, including the Blinded, Paralysed,
Petrified, Prone, Restrained, and Stunned conditions;
Cursed. This boomerang is cursed. While cursed: you are
compelled to collect and wear bones for decoration, and will
fight anyone who attempts to prevent this; and when you are
in combat, anytime you take a physical hit, until the end of
combat your AC reduces by 1, but you gain 5 feet of
movement, and you have advantage on your next Dexterity
save. This effect stacks until you hit 0 AC, and lasts until the
end of combat, when your AC and movement return to
normal.

630 - Vaututrick
Weapon (Pike, Cursed) – Very Rare (16,300 gp, requires
attunement)
This black +2 pike has a pink bulb behind the blade,
followed by a bone cross guard. A jawbone with spike teeth is
attached along one side of the shaft, and a black wing
attached to the other side, with a trim of small brown
feathers between them. The pommel is a pink bird's foot.
While attuned to this pike: you have advantage on rolls to
prevent effects that would give creatures advantage on
attacks against you, including the Blinded, Paralysed,
Petrified, Prone, Restrained, and Stunned conditions; and you
are immune to damage and effects caused by weather,
powders and spores, whether natural or magical.
Cursed. This pike is cursed. While cursed: you are
compelled to collect and make everyone wear bones for
decoration, and will fight anyone who attempts to prevent
this; and when you are in combat, anytime you take a physical
hit, until the end of combat your AC reduces by 1, but you
gain 5 feet of movement, and you have advantage on your
next Dexterity save. This effect stacks until you hit 0 AC, and
lasts until the end of combat, when your AC and movement
return to normal.

Pokémon Inspired Weapons & Items


345
631 - Furnifrower
Wondrous (Flamethrower) – Rare (3610 gp, requires
attunement)
This red +1 flamethrower has a large grey cone nozzle
head with vein-like tubes of grey and orange attaching it to
the body, with a ring of vents on a grey band around the red
bulbous body to a red handle covered in orange lines and
trigger on the bottom. A red butt extends from the back of the
flamethrower through which it takes in air.
The flamethrower has 1 charge. If the charge has been
expended, roll a d6 at the start of your turn, and on a 6 the
charge is replenished.
As an action, you can pull the flamethrower's trigger to
expend the charge and project a 30-foot line of fire. Any
creatures in that area must make a DC 15 Dexterity save,
taking 4d6 fire damage and the next attack on them having
advantage on a fail, and half as much damage on a success. If
a creature made of metal or wearing metal plate is hit by this
attack, they get -1 to their AC if they failed the Dexterity save,
as a hole is burnt through their armor.
This flamethrower does not work in an environment that
lacks air, such as underwater.
While attuned to this flamethrower: you are immune to fire
damage; and if you are hit by fire damage from an opponent,
attacks from this flamethrower do an additional 2d6 fire
damage.

632 - Fermitestar
Weapon (Morningstar, Cursed) – Rare (1630 gp, requires
attunement)
This metal +1 morningstar has a multi-bulb head with
numerous long black spikes shaped like insect legs and
mandibles.
If the spell Heat Metal is cast on this morningstar or it is
submerged in lava or an equally powerful heat for a full
minute, it is destroyed as it melts apart into pieces of scrap
metal.
While attuned to this morningstar: you gain a burrowing
speed of 15 feet; if you fall below half of your max hitpoints,
attacks with this morningstar do an additional 1d4 piercing
damage; and you can choose to give yourself disadvantage on
an attack, provided you do not already have it, to do double
damage for that attack with this morningstar.
Cursed. This morningstar is cursed. While cursed, on every
second turn in combat, you can not use your action or bonus
action to attack or cast damage dealing spells. You can use
your action and bonus action to do other things, such as cast
healing spells or drink healing potions for example.

Pokémon Inspired Weapons & Items


346
633 - Kapiko
Weapon (Pike, Cursed) – Rare (1660 gp, requires
attunement)
This dark blue +1 pike has a large black pointed black
blade on top. Black fur trim with purple flecks in it is
wrapped around the base of the blade. A black spike acts as
the pommel.
While attuned to this pike: you are immune to psychic
damage; you gain Blindsense at a range of 30 feet based on
smell; and you can choose to give yourself disadvantage on an
attack, provided you do not already have it, to do double
damage for that attack with this pike.
Cursed. This pike is cursed. While cursed, you are Blind
and compelled to bite at anything that moves in front of you.
You can attempt a DC 16 Wisdom save to stop yourself from
biting something.

634 - Zweikunai
Weapon (Dual Daggers, Cursed) – Very Rare (14,630 gp,
requires attunement)
These dark black +2 kunai daggers have dark blue blades
with thorn tips that can be retracted into the black feathered
arc guards with a command as a bonus action, and extended
by repeating the command word as a bonus action. The
blades can be retracted or extended together or individually,
your choice. A 3-foot chain attaches the two handles, and
ragged black ribbons hang from the handles.
While attuned to these daggers: you are immune to psychic
damage; you gain Blindsense at a range of 30 feet based on
smell; and you can choose to give yourself disadvantage on an
attack, provided you do not already have it, to do double
damage for that attack with these daggers.
Cursed. These daggers are cursed. While cursed, you are of
two minds, literally, as your mind is split in two. Both minds
are yours, but they are not always on the same page or of the
same mood. Whenever you make an Intelligence, Wisdom or
Charisma roll, roll 2d20 and take the average between the
two scores (rounding up), unless either is a 1 or 20, in which
case you take that. If you roll a 1 and a 20, they cancel each
other out and you take a 10. If you have advantage or
disadvantage on a roll, roll two sets of 2d20 and do the above
with the high or low of each set. Your minds merge back
together when the curse is lifted.

Pokémon Inspired Weapons & Items


347
635 - Scydreigon
Weapon (Scythe, Cursed) – Legendary (53,600 gp, requires attunement)
This dark blue +3 scythe has a large blade with a hole in it While attuned to this scythe: you are immune to psychic
that resembles an angry eye, followed by a matching smaller damage; you gain Blindsense at a range of 60 feet based on
blade below it and on the back. The top of the shaft is covered smell; you are immune to difficult terrain; and you can choose
in small black feathers, with a fuchsia crescent coming off the to give yourself disadvantage on an attack, provided you do
top, arcing between the main blade and the smaller back not already have it, to do double damage for that attack with
blade, with several spikes coming off it. Three long black this scythe.
ribbons hang from the top of the scythe, while a purple line Cursed. This scythe is cursed. While cursed, you have
descends from the feathers down the shaft until it stops half difficulty discerning friend from foe. When in combat, at the
way. A fuchsia spike acts as the pommel. start of your turn, make a DC 18 Wisdom save, and on a
failure, you will attack the last thing you saw/sensed move,
regardless if it was friend, foe, or an inanimate object that
moved by some other means.

Pokémon Inspired Weapons & Items


348
636 - Halarvesta
Weapon (Dagger) – Rare (1735 gp, requires attunement)
This white +1 haladie dagger has two blades on each side
of the handle. The top blade is thin, curved and black with a
frill of white fur around the base, while the bottom blade is
orange with lines segmenting it. A white furry guard curves
over the handle, with red slightly whorled spikes resembling
stylized sun lines coming from it.
Attacks with this dagger do an additional 1d4 fire damage,
and when you attack with this dagger, you can make a second
attack with the dagger per Two-Weapon Fighting on PHB
195.
You can speak a command word as a bonus action to cause
the spikes on the guard to light up like they contain fire,
providing bright light in a 10-foot radius and dim light for
another 10 feet. You can repeat the command word to turn
the light off.
While attuned to this dagger: you always know which
direction the sun is; you are resistant to fire damage; and any
creatures that attempts to grapple or restrain you has
disadvantage on the roll to do so and takes 1 fire damage.
They have disadvantage to maintain the grapple or restraint,
and take 1 fire damage at the start of any turn they are
grappling or restraining you.
Evolving. If this dagger has any spells that emit sunlight
(such as Daylight, Sunbeam, and Sunburst) cast upon it at
least once a day for a year, it will become a Volcarangi.

637 - Volcarangi
Weapon (Greatsword) – Very Rare (17,450 gp, requires
attunement)
This black +2 greatsword has light blue blade edges,
matching the thick circular guard, which has lines
segmenting it and black nubs on each segment, with a
matching black segmented section going down the center of
the guard. A black spike acts as the pommel. The sword has a
matching sheath, with white fur trim around the top of it,
with a set of six delicate orange moth wings coming off it
with stain glass-like designs inside them. The sheath has a
set of light blue stain glass-like design down its center to a set
of red segmented horns in the center of the sheath.
You can speak a command word as a bonus action to cause
the wings on the sheath to light up like they contain fire,
providing bright light in a 20-foot radius and dim light for
another 20 feet. You can repeat the command word to turn
the light off.
Attacks with this sword do an additional 2d4 fire damage,
While attuned to this sword: you always know which
direction the sun is; you are resistant to fire damage; if you
fall below half of your max hitpoints, attacks with this sword
do an additional 2d4 fire damage; anytime you land a hit with
this sword, roll a dice and on an even, you gain advantage on
your next magic attack; and any creatures that attempts to
grapple or restrain you has disadvantage on the roll to do so
and takes 1d4 fire damage. They have disadvantage to
maintain the grapple or restraint, and take 1d4 fire damage
at the start of any turn they are grappling or restraining you.

Pokémon Inspired Weapons & Items


349
638 - Cobaltike
Weapon (Pike, Cursed) – Legendary (63,900 gp, requires attunement)
This aqua blue +3 pike has a yellow 4-point star on its blade, This pike has 8 charges that refresh at noon, and can be used
with a crossguard made of two jagged antelope horns, to cast the following spells (Spell Save DCs of 20), with each
followed by a large tuff of white fur. The pommel has black extra charge upcasting the spell by 1 level:
bands around it, and gold and silver wing-like flair coming off
it. Enthrall (2 charges)
Attacks with this pike ignore any boosts to AC from magic Hold Person (2 or more charges)
or magic items, as well as disadvantage imposed on attack Charm Monster (4 or more charges)
rolls by any means, magical or not, that are applied to the Hold Monster (5 or more charges)
target, such as the dodge action or the Blur spell. You still Dominate Monster (8 charges)
have disadvantage from things imposed on you, such as being Cursed. This pike is cursed. While cursed, you feel the
poisoned. need to protect monsters and have a dislike for humanoids,
While attuned to this pike: you gain telepathy (MM 009) even if you are one. All Charisma based rolls with
with a range of 30 ft; you are immune to being charmed or humanoids, with the exception of Intimidation, have
frightened; and if you are hit by necrotic or shadow-based disadvantage as you have difficulty hiding your dislike, while
damage, you have advantage on your next attack. all Charisma based rolls with non-humanoids have
advantage.

Pokémon Inspired Weapons & Items


350
639 - Terraxion
Weapon (Greataxe, Cursed) – Legendary (63,900 gp, requires attunement)
This grey +3 greataxe has orange crystal structures in the This axe has 8 charges that refresh at noon, and can be used
blade and along its top and bottom, a set of small black horns to cast the following spells (Spell Save DCs of 20), with each
on top, and set of large black ram horns off the back. The extra charge upcasting the spell by 1 level:
pommel is wrapped in light grey trim with orange crystals
along the top and a black base. Maximilian's Earthen Grasp (2 charges)
Attacks with this axe deal double damage to objects and Erupting Earth (3 or more charges)
structures, ignore any boosts to AC from magic or magic Stone Shape (4 charges)
items, as well as disadvantage imposed on attack rolls by any Wall of Stone (5 charges or more)
means, magical or not, that are applied to the target, such as Move Earth (6 charges)
the dodge action or the Blur spell. You still have disadvantage Earthquake (8 charges)
from things imposed on you, such as being poisoned. Cursed. This axe is cursed. While cursed, you feel the need
While attuned to this axe: you gain telepathy (MM 009) to protect monsters and have a dislike for humanoids, even if
with a range of 30 ft; gain the Mold Earth cantrip; and if you you are one. All Charisma based rolls with humanoids, with
are hit by necrotic or shadow-based damage, you have the exception of Intimidation, have disadvantage as you have
advantage on your next attack. difficulty hiding your dislike, while all Charisma based rolls
with non-humanoids have advantage.

Pokémon Inspired Weapons & Items


351
640 - Viridiumi
Weapon (Longbow, Cursed) – Legendary (63,900 gp, requires attunement)
This green +3 longbow has a blade with a black line down the This longbow has 8 charges that refresh at noon, and can be
center coming off the front of the handle like a katar dagger, used to cast the following spells (Spell Save DCs of 20), with
and can be used to make dagger attacks. The bow's arms each extra charge upcasting the spell by 1 level:
have flair along them that resembles bunches pink tipped
leaves, before turning white near the tips, followed by a green Zephyr Strike (1 charge)
shoe-like covering with pink flair and black tips. Longstrider (1 or more charges)
Attacks with this longbow ignore any boosts to AC from Blur (2 charges)
magic or magic items, as well as disadvantage imposed on Haste (3 charges)
attack rolls by any means, magical or not, that are applied to Steel Wind Strike (5 charges)
the target, such as the dodge action or the Blur spell. You still Whirlwind (7 charges)
have disadvantage from things imposed on you, such as being Cursed. This longbow is cursed. While cursed, you feel the
poisoned. need to protect monsters and have a dislike for humanoids,
While attuned to this longbow: you gain telepathy (MM even if you are one. All Charisma based rolls with
009) with a range of 30 ft; you gain 30 ft of movement speed; humanoids, with the exception of Intimidation, have
and if you are hit by necrotic or shadow-based damage, you disadvantage as you have difficulty hiding your dislike, while
have advantage on your next attack. all Charisma based rolls with non-humanoids have
advantage.

Pokémon Inspired Weapons & Items


352
641 - Tornelostaff
Staff () – Legendary (64,150 gp, requires attunement by a spellcaster)
This green staff has a knotted head with purple flecks and This staff has 16 charges that refresh at noon, and can be
spikes coming out of it, with two large spikes on top. A white, used to cast the following spells (Spell Save DCs of 20), with
curly cloud springs from in and around the staff head, while a each extra charge upcasting the spell by 1 level:
purple hoop with gold whorls sticking out of it slowly floats
around the cloud. A gold spike that looks like stylized lighting Zephyr Strike (1 charge)
acts as the pommel. Warding Wind (2 charges)
While attuned to this staff: you gain a +3 bonus to spell Gust of Wind (2 charges)
attack and damage rolls; a flying speed of 120 ft; the Gust Dust Devil (2 or more charges)
cantrip; and if a hostile creature gives you disadvantage on Wind Wall (3 charges)
any rolls, you have advantage on your attacks with this lance Control Winds (5 charges)
for the duration of the disadvantage. If the disadvantage is on Steel Wind Strike (5 charges)
attack rolls, then this cancels out the disadvantage. Investiture of Wind (6 charges)
Wind Walk (6 charges)
Whirlwind (7 charges)

Pokémon Inspired Weapons & Items


353
641B - Tornelaive
Weapon (Glaive) – Legendary (64,150 gp, requires attunement)
This green +3 glaive has a large curved blade that resembles This staff has 8 charges that refresh at noon, and can be used
a wing with purple feather tips and a purple hooked claw over to cast the following spells (Spell Save DCs of 20), with each
the elbow. The blade extends from a twisted knot with purple extra charge upcasting the spell by 1 level:
flecks all over it and two slender purple horns coming off the
back. Hanging below the horns are a large fluff of white Zephyr Strike (1 charge)
cotton, and a purple cord with a whorled end and gold whorls Warding Wind (2 charges)
sticking out of it. The pommel is a large bird foot with purple Gust of Wind (2 charges)
claws and a red rhombus gem in it. Dust Devil (2 or more charges)
While attuned to this glaive: you gain a flying speed of 120 Wind Wall (3 charges)
ft; the Gust cantrip; and whenever you take a short rest and Control Winds (5 charges)
heal with your hit dice, you can double your Constitution Steel Wind Strike (5 charges)
modifier for the healing. Investiture of Wind (6 charges)
Wind Walk (6 charges)
Whirlwind (7 charges)

Pokémon Inspired Weapons & Items


354
642 - Fulgurike
Weapon (Pike) – Legendary (64,150 gp, requires attunement)
This sky blue +3 pike has a purple tip and flecks in the blade. This pike has 8 charges that refresh at noon, and can be used
A large purple hoop with eight black orbs embedded evenly to cast the following spells (Spell Save DCs of 20), with each
along it hangs from a hole in the base of the blade. Each orb extra charge upcasting the spell by 1 level:
has a single spike coming from it, pointing away from the
hoop. The bottom of the hoop disappears in a large fluff of Zephyr Strike (1 charge)
cloud-like cotton midway down the shaft. A purple spike acts Thunderwave (1 or more charges)
as the pommel. Shatter (2 or more charges)
While attuned to this pike: you gain a flying speed of 60 ft; Lightning Bolt (3 or more charges)
the Thunderclap cantrip; and if a hostile creature gives you Thunderstep (3 or more charges)
disadvantage on any rolls, you have advantage on your Destructive Wave (5 charges)
attacks with this lance for the duration of the disadvantage. If Chain Lightning (6 or more charges)
the disadvantage is on attack rolls, then this cancels out the
disadvantage.

Pokémon Inspired Weapons & Items


355
642B - Voltolberd
Weapon (Halberd) – Legendary (64,150 gp, requires attunement)
This sky blue +3 halberd has a purple spike on top and a This halberd has 8 charges that refresh at noon, and can be
purple blade with cloud-like cotton trim on the side. The used to cast the following spells (Spell Save DCs of 20), with
knotted head's backside has claw hand covered in cloudy each extra charge upcasting the spell by 1 level:
cotton coming off it. Hanging from the head is a long purple
cord with several black orbs embedded along the end. Each Zephyr Strike (1 charge)
orb has a single spike coming from it. A purple spike acts as Thunderwave (1 or more charges)
the pommel. Shatter (2 or more charges)
While attuned to this halberd: you gain a flying speed of 60 Lightning Bolt (3 or more charges)
ft; the Thunderclap cantrip; you are immune to lighting Thunderstep (3 or more charges)
damage; and if you are hit by lighting damage, you are healed Destructive Wave (5 charges)
for 1/4 of the lighting damage, rounded up. Chain Lightning (6 or more charges)

Pokémon Inspired Weapons & Items


356
643 - Reshilance
Weapon (Lance, Cursed) – Legendary (64,350 gp, requires attunement)
This white +3 lance has two rims of short backwards facing Burning Hands (1 or more charges)
spikes along the back of the head, followed by a white wing. Zone of Truth (2 charges)
White bands wrap around the shaft, holding a guard that Aganazzar’s Scorcher (2 or more charges)
curves over the shaft, with a basket of woven white bands Fireball (3 or more charges)
hanging from the end and a large white plume coming from Investiture of Flame (6 charges)
it. The pommel is a white spike. Fire Storm (7 charges)
Attacks with this lance to an additional 1d6 fire damage.
While attuned to this lance: you gain a flying speed of 60 ft; You can also expend a charge to immediately cure yourself
the Fire Bolt cantrip; you are resistant to cold damage; of the Frozen condition.
attacks and spells done with this lance ignore any effects Cursed. This lance is cursed. While cursed, you cannot lie,
granted to targets by their magic items (such as resistance to automatically failing spells and effects that would force you to
fire damage), including effects that might be beneficial to you tell the truth, such as Zone of Truth, and when attempting to
(such as vulnerability to fire damage); and if a Zekromance deceive you can at best selectively tell the truth, giving you
has been used to perform an attack or spell immediately disadvantage on Deception rolls. Also, if you know someone
before you, attacks and spells done with this lance do double has intentionally lied to you, you must make a DC 18 Wisdom
damage. save or immediately attack them. You can choose to fail this
This lance has 8 charges that refresh at noon, and can be save.
used to cast the following spells (Spell Save DCs of 20), with
each extra charge upcasting the spell by 1 level:

Pokémon Inspired Weapons & Items


357
644 - Zekromance
Weapon (Lance, Cursed) – Legendary (64,350 gp, requires attunement by a Good or Evil aligned creature)
This black +3 lance has a large cone head, with triangular This lance has 8 charges that refresh at noon, and can be
designs carved on it and two spikes near the tip, followed by used to cast the following spells (Spell Save DCs of 20), with
a black wing. A guard with black spikes on it curves over the each extra charge upcasting the spell by 1 level:
shaft with a thick black cord hanging from the end. The
carved-in designs light up electric blue when used in combat. Detect Evil and Good (1 charge)
Attacks with this lance to an additional 1d6 lighting Protection from Evil and Good (1 charge)
damage, and on a hit the target must make a DC 14 Witch Bolt (1 or more charges)
Constitution save or be paralysed until the end of their next Lightning Bolt (3 or more charges)
turn. Storm Sphere (4 or more charges)
While attuned to this lance: you gain a flying speed of 60 ft; Dispel Evil and Good (5 charge)
the Shocking Grasp cantrip; attacks and spells done with this Chain Lightning (6 or more charges)
lance ignore any effects granted to targets by their magic Cursed. This lance is cursed. While cursed, you cannot go
items (such as resistance to lighting damage), including against your good or evil alignment, doing actions that you
effects that might be beneficial to you (such as vulnerability to believe would result in the most good/evil done, even at your
lighting damage); and if a Reshilance has been used to own detriment. Also, if you see someone do something that
perform an attack or spell immediately before you, attacks you believe to be the opposite of your alignment, you must
and spells done with this lance do double damage. make a DC 18 Wisdom save or immediately attack them. You
can choose to fail this save.

Pokémon Inspired Weapons & Items


358
645 - Landammerus
Weapon (Warhammer) – Legendary (65,400 gp, requires attunement)
This orange +3 warhammer has a large white cylinder head This warhammer has 8 charges that refresh at noon, and can
on one side, and a dark brown knobby crescent on the other be used to cast the following spells (Spell Save DCs of 20),
side. Three red spikes come up off the top of the handle with with each extra charge upcasting the spell by 1 level:
red spots along the shaft until a large cloudy cotton trim
around the bottom of the head. The pommel is a long white Earth Tremor (1 or more charges)
cylinder. Dust Devil (2 or more charges)
While attuned to this warhammer: you gain a flying speed Erupting Earth (3 or more charges)
of 60 ft; a burrow speed of 60 ft; you are immune to lighting Bones of the Earth (6 or more charges)
damage; you gain the Mold Earth cantrip; you are immune to Earthquake (8 charges)
the effects of sandstorms; and you gain advantage on attacks You can also expend 3 charges to magically turn and plow
when in sandstorms. farm fields in a half-mile radius (2640 feet), centered on a
point you can see within 150 feet. The process takes 8 hours
and requires you to maintain focus (but not concentration) on
the magic for the duration in order for this effect to be
successful. Once the magic is complete, the soil becomes
enriched for 1 year, and all plants grown in it yield twice the
normal amount of food when harvested.

Pokémon Inspired Weapons & Items


359
645B - Démauléros
Weapon (Maul) – Legendary (65,400 gp, requires attunement)
This orange +3 maul has a large curved dark brown head This maul has 8 charges that refresh at noon, and can be
with red knobs along its top and bottom. A white cylinder used to cast the following spells (Spell Save DCs of 20), with
counterweight comes off the back of the head. Three red each extra charge upcasting the spell by 1 level:
spikes come up off the top of the handle, with a white fang-
like trim around the base of the head. The shaft is covered Earth Tremor (1 or more charges)
with red comma-like spots and ragged red strips around it. Dust Devil (2 or more charges)
The pommel is three red claws poking out from a cloudy Erupting Earth (3 or more charges)
white cotton ball with a long wisp off it. Bones of the Earth (6 or more charges)
While attuned to this maul: you gain a flying speed of 60 ft; Earthquake (8 charges)
a burrow speed of 60 ft; you are immune to lighting damage; You can also expend 3 charges to magically turn and plow
you gain the Mold Earth cantrip; you have advantage on farm fields in a half-mile radius (2640 feet), centered on a
Intimidation rolls; and any creature you intimidate has point you can see within 150 feet. The process takes 8 hours
disadvantage on their attacks for 1 minute, but can make the and requires you to maintain focus (but not concentration) on
save against the intimidation again at the end of their turn to the magic for the duration in order for this effect to be
remove this effect. successful. Once the magic is complete, the soil is ideal for
planting and becomes enriched for 1 year, causing all plants
grown in it to yield twice the normal amount of food when
harvested.

Pokémon Inspired Weapons & Items


360
646 - Pikyurem
Weapon (Pike) – Legendary (66,400 gp, requires attunement)
This dark grey +3 pike has a blade divided into three colored Attacks with this pike do an additional 1d8 cold damage, and
sections from the point, going silver, white and black. An icy on a hit the target must make a DC 17 Constitution save or
blue bundle wraps around the pike just below the blade lose 5 feet of movement for 1 minute, which does stack with
resembling multiple malformed wings with light yellow trim repeat attacks until the target has 10 feet of movement left.
around the shaft. The pommel is a set of three icy blue claws. This pike has 8 charges that refresh at midnight, and can
While attuned to this pike: you gain a flying speed of 60 ft; be used to cast the following spells (Spell Save DCs of 20),
and the Ray of Frost cantrip. with each extra charge upcasting the spell by 1 level:
Any enemy within 60 feet of you that attempts to cast a
spell, use charges from a magic item, use Ki points, use Ice Knife (1 or more charges)
Sorcery points, or any other similar multi-point system to Gentle Repose (2 charges)
cause an effect must use a 1 level higher spell slot or one Feign Death (3 charges)
more point/charge in order to cause the effect. This does not Sleet Storm (3 charges)
apply to abilities like Rage, Bardic Inspiration, Channel Ice Storm (4 or more charges)
Divinity, Wildshape, and Divine Smite. Investiture of Ice (6 charges)

Pokémon Inspired Weapons & Items


361
646B - Axyurem
Weapon (Greataxe, Cursed) – Artifact (requires attunement)
This black +3 greataxe has two blades, one black and the This greataxe has 16 charges that refresh at midnight, and
other icy blue, that come together in a swirl. A gold spike on can be used to cast the following spells (Spell Save DCs of
top on the axe has small icy spikes around its base and is 20), with each extra charge upcasting the spell by 1 level:
wrapped in a black spike with an icy tip. The pommel is a
large spike of swirled black and ice. Two long icy cords hang Detect Evil and Good (1 charge)
from the center of the blade, one with an icicle charm on the Protection from Evil and Good (1 charge)
end and the other attaching to the pommel. Ice Knife (1 or more charges)
While attuned to this greataxe: you gain a flying speed of Gentle Repose (2 charges)
60 ft; the Ray of Frost cantrip; and attacks and spells done Feign Death (3 charges)
with this greataxe ignore any effects granted to targets by Sleet Storm (3 charges)
their magic items (such as resistance to cold damage), Ice Storm (4 or more charges)
including effects that might be beneficial to you (such as Storm Sphere (4 or more charges)
vulnerability to cold damage). Dispel Evil and Good (5 charge)
Attacks with this greataxe do an additional 1d8 cold Chain Lightning (6 or more charges)
damage, and on a hit the target must make a DC 17 Investiture of Ice (6 charges)
Constitution save or be paralyzed for 1 minute, and the target Cursed. This greataxe is cursed. While cursed, you cannot
can repeat the save at the end of their turn. go against your good or evil alignment, doing actions that you
believe would result in the most good/evil done, even at your
own detriment. Also, if you see someone do something that
you believe to be the opposite of your alignment, you must
make a DC 18 Wisdom save or immediately attack them. You
can choose to fail this save.

Pokémon Inspired Weapons & Items


362
646C - Kyuremkulam
Weapon (Longsword, Cursed) – Artifact (requires attunement)
This dark grey +3 longsword has an icy blue blade with a This longsword has 16 charges that refresh at midnight, and
white feathery edge along the back and two long white can be used to cast the following spells (Spell Save DCs of
ribbons with orange tips. A gold spike extends up the center 20), with each extra charge upcasting the spell by 1 level:
of the blade, while the icy guard curves over the handle. The
pommel is a dark grey basket containing a fiery orange gem, Burning Hands (1 or more charges)
and long white feathers with orange streaks coming off the Ice Knife (1 or more charges)
bottom. Two orange cords hang from the guard, one with an Gentle Repose (2 charges)
icicle charm on the end and the other attaching to the Zone of Truth (2 charges)
pommel. Feign Death (3 charges)
While attuned to this longsword: you gain a flying speed of Fireball (3 or more charges)
60 ft; the Ray of Frost cantrip; and attacks and spells done Sleet Storm (3 carges)
with this sword ignore any effects granted to targets by their Ice Storm (4 or more charges)
magic items (such as resistance to fire damage), including Investiture of Ice (6 charges)
effects that might be beneficial to you (such as vulnerability to Fire Storm (7 charges)
fire damage). Cursed. This longsword is cursed. While cursed, you
Attacks with this longsword do an additional 1d8 cold cannot lie, automatically failing spells and effects that would
damage and 1d8 fire damage. force you to tell the truth, such as Zone of Truth, and when
attempting to deceive you can at best selectively tell the truth,
giving you disadvantage on Deception rolls. Also, if you know
someone has intentionally lied to you, you must make a DC
18 Wisdom save or immediately attack them. You can choose
to fail this save.

Pokémon Inspired Weapons & Items


363
647 - Keldemardeo
Weapon (Rapier, Cursed) – Artifact (requires attunement)
This cream colored +3 colichemarde rapier has a fluffy red Attacks with this rapier ignore any boosts to AC from
plume at the base of the blade with two long light blue fluffy magic or magic items, as well as disadvantage imposed on
cords hanging from it. A beaded guard curves over the attack rolls by any means, magical or not, that are applied to
handle, and a blue spike acts as the pommel. the target, such as the dodge action or the Blur spell. You still
While attuned to this rapier: you gain telepathy (MM 009) have disadvantage from things imposed on you, such as being
with a range of 30 ft; you are always under the effect of the poisoned.
Water Walk spell; and if you are hit by necrotic or shadow- Cursed. This rapier is cursed. While cursed, you feel the
based damage, you have advantage on your next attack. need to travel and seek new training opportunities to improve
This rapier has 8 charges that refresh at noon, and can be yourself, never wanting to stay in one place for long.
used to cast the following spells (Spell Save DCs of 20), with Every day you spend in the same general location as the
each extra charge upcasting the spell by 1 level: previous day (ie on a boat, within the same city or dungeon),
roll a DC 10 Constitution save, increasing the DC by 1 for
Fog Cloud (1 or more charges) every 24 hours you spend there after the first 24 hours. On
Enthrall (2 charges) the first fail, you become restless, and cannot spend a turn
Water Walk (3 charges) without at least moving your full movement or attacking
Stone Shape (4 charges) something. Every fail after the first gives you a level of
Steel Wind Strike (5 charges) exhaustion. The restlessness and exhaustion gained this way
can only be removed by taking a long rest in a new location.

Pokémon Inspired Weapons & Items


364
647B - Rifeldeo
Weapon (Hunting Rifle, Cursed) – Artifact (requires attunement)
This navy blue +4 hunting rifle has ridges along the back of While attuned to this rifle: you gain telepathy (MM 009) with
the barrel, and a fluffy red plume with three feathers colored a range of 30 ft; you are always under the effect of the Water
aqua blue, green and orange coming out the top over the Walk spell; and if you are hit by necrotic or shadow-based
chamber surrounded by wave-like light blue trim. A hatch damage, you have advantage on your next attack.
hidden under the plume can be opened to reveal a one-pint This rifle has 8 charges that refresh at noon, and can be
water reservoir. The cream colored but has navy blue trim at used to cast the following spells (Spell Save DCs of 20), with
the end with a long light blue fluffy cords hanging from it. each extra charge upcasting the spell by 1 level:
The barrel has a blade along its bottom, allowing the rifle to
be used as standard shortsword. Fog Cloud (1 or more charges)
See DMG 267 for specifics about rifles. Rifles are Enthrall (2 charges)
considered Martial Ranged Weapons, have a range of 80/240, Water Walk (3 charges)
the two-handed and loading properties, holding 5 shots made Stone Shape (4 charges)
from a pint of water, weighting 8 lbs when empty. It is shot Steel Wind Strike (5 charges)
similarly to a crossbow, but requires its own proficiency, and Cursed. This rifle is cursed. While cursed, you feel the need
uses Constitution as its attack modifier, but doesn't use a to travel and seek new training opportunities to improve
damage modifier beyond the +4. yourself, never wanting to stay in one place for long.
The rifle does not suffer any of the disadvantages of being Every day you spend in the same general location as the
used underwater, and holds 5 shots at a time before needing previous day (ie on a boat, within the same city or dungeon),
to be reloaded. Reloading takes an action, provided you have roll a DC 10 Constitution save, with the DC increasing by 1
an easy to use water source at hand like a waterskin or a for every 24 hours you stay there. On the first fail, you
bucket of water you can submerge the gun in, where a pint of become restless, and cannot spend a turn without at least
water is poured into a slot that can be opened on the top of moving your full movement or attacking something. Every fail
the rifle. The water must be free of pollutants and debris, after the first gives you a level of exhaustion. The restlessness
otherwise the gun won't fire and will need to be cleaned out, and exhaustion gained this way can only be removed by
but either fresh or salt water can be used. One shot can be taking a long rest in a new location.
used to make an attack against a target at a range of 80/240
as it fires a compressed bullet of water. On a successful hit,
they take 2d10 piercing damage.

Pokémon Inspired Weapons & Items


365
648 - Meloettaria
Wand () – Artifact (requires attunement)
This black and white baton-like wand has a white core with This wand has 8 charges that refresh at noon, and can be
black trim and a black guard curved over the handle. A black used to cast the following spells (Spell Save DCs of 20), with
charm that resembles a treble clef sits at the top of the each extra charge upcasting the spell by 1 level:
handle, with a white off shoot that resembles a quarter note
with a blue gem embedded. A transparent light green ribbon Dissonant Whispers (1 or more charges)
is tied around the white off shoot, with black lines and blue Healing Word (1 or more charges)
dots on it that makes it resemble a musical bar. Calm Emotions (2 charges)
While attuned to this wand: you gain a +4 bonus to spell Enthrall (2 charges)
attack and damage rolls; +4 to your Spell DC; you have Shatter (2 charges)
advantage on Performance rolls; and you gain bardic Confusion (4 charges)
inspiration as if the class you have the most levels in is a bard, Legend Lore (5 charges)
per the rules on PHB 054, and if that class is already a bard, Synaptic Static (5 charges)
your number of bardic inspiration uses doubles. You can also expend a charge as an action and sing in an
attempt to put creatures to sleep. Your voice is magically
amplified in a 30-foot radius sphere centering around
yourself. All other creatures in this sphere that can hear you,
regardless if they can understand you, must make a Wisdom
saving throw against your Performance roll, falling
unconscious into a deep sleep for 10 minutes on a failed
save. A creature awakens if it takes damage or if someone
uses an action to shake or slap it awake.

Pokémon Inspired Weapons & Items


366
648B - Piroettaff
Weapon (Quaterstaff) – Artifact (requires attunement)
This black and white +4 quarterstaff has a black harp The harp on top of the staff can be used as a normal harp.
attached to the top of the staff. A black charm that resembles This staff has 8 charges that refresh at noon, and can be
a treble clef sits in the middle of the harp, with a set of black used to cast the following spells (Spell Save DCs of 20), with
and white ribbons hanging from it. A transparent auburn each extra charge upcasting the spell by 1 level:
ribbon is wrapped around the harp, with black lines on it that
makes it resemble a musical bar. Feather Fall (1 charge)
While attuned to this staff: you gain the Dancing Lights Longstrider (1 or more charges)
cantrip; you gain 15 feet of movement you have advantage on Invisibility (2 or more charges)
Acrobatic, Athletic and Performance rolls; and you gain Freedom of Movement (4 charges)
bardic inspiration as if the class you have the most levels in is Danse Macabre (5 or more charges)
a bard, per the rules on PHB 054, and if that class is already a Otto's Irresistible Dance (6 charges)
bard, your number of bardic inspiration uses doubles.

Pokémon Inspired Weapons & Items


367
649 - Genecannon
Weapon (Handcannon) – Artifact (requires attunement)
This purple +4 handcannon has a barrel separated along the Handcannons
side, with black trim along the edges. On each side, a red Handcannons are Martial Ranged Weapons that are
rounded triangle gem pointed forward is embedded in the top miniature cannons that can be operated by hand. Anyone
half of the barrel towards the back, with a similar but smaller proficient with Firearms or Siege Equipment is proficient
gem behind it pointing backwards. At the back of the gun is a with Handcannons. Handcannons fire 3-inch diameter cast
generator that crackles with electricity and a slot that looks iron balls using gunpowder. The gunpowder and ball can be
like it would accept some sort of rectangular device. loaded separately, or together in a paper wrapping.
While attuned to the cannon: you don't require air, food, Common handcannons are made of iron and/or steel, look
drink, or sleep to survive, but rests are still required for like a small cannon, and often have a sturdy leather strap to
recovery. help carry and hold the hand cannon. They cost 250 gp,
This cannon does not require gunpowder, instead charging weight 25 lbs., and have the heavy, two-handed, ammunition,
and firing the ammo through magnetism. This does require and reload (1 shot) properties. When firing a handcannon,
the ammo to be a magnetic substance, like iron or steel. you must resist recoil with a DC 10 Strength save or be
knocked prone.
Drives Gunpowder Each shot needs a minimum of 4 pounds of
Wondrous (Cube) – Artifact gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg
There are four rectangular cubes that can be inserted in (MToF 204).
the cannon's slot, each pulling energy from a different Handcannon Ball Using a standard iron Handcannon Ball,
Elemental plane to form the ammo, taking the same which have 3-inch diameters, weight 4 lbs, and cost 10 gp
amount of time as loading a cannonball. each, you can make a ranged attack at 300/1200 ft to hit one
The red Burn Drive pulls from the Plane of Fire, doing target, doing 4d10 bludgeoning damage.
fire damage instead of bludgeoning damage. The white Improvised Ammo Using things like rocks changes the
Chill Drive pulls from Frostfell, doing cold damage. The range to 150/600 and does 3d8 bludgeoning. Using
yellow Shock Drive pulls from the Plane of Air, doing gravel/pebbles, the range is 30/120 and does 2d6 piercing
lighting damage. The blue Douse Drive pulls water directly damage.
from the Elemental Plane of Water for ammo.

Pokémon Inspired Weapons & Items


368
F54 - Rifle of the Toad Samurai
Weapon (Hunting Rifle) – Very Rare (34,850 gp, requires attunement)
This blue +2 hunting rifle Has a red barrel, a helmet-like shell See DMG 267 for specifics about rifles. Rifles are considered
covering the chamber area, and two large blue spikes along Martial Ranged Weapons, have a range of 80/240, the two-
the top of the rifle. The long straight rifle butt has a long shell handed and loading properties, holding 5 shots made from a
decorating its top and a shell spike off the bottom. Two long pint of water, weighting 8 lbs when empty. It is shot similarly
bushy ribbons hang from the bottom of the ribbon. to a crossbow, but requires its own proficiency, and uses
While attuned to this rifle: critical hits on you become Constitution as its attack modifier, but doesn't use a damage
normal hits; you have advantage on Intimidate rolls; any modifier beyond the +2.
creature you Intimidate becomes Mute out of fear until the The rifle does not suffer any of the disadvantages of being
end of their next turn; you gain a swim speed equal to your used underwater, and holds 5 shots at a time before needing
walking speed; you can hold your breath for 10 minutes; you to be reloaded. Reloading takes an action, provided you have
float in water regardless of weight, and if submerged will rise an easy to use water source at hand like a waterskin or a
at a rate of 10 feet per round, which you can turn on and off bucket of water you can submerge the gun in, where a pint of
with a command word, but will automatically turn on should water is poured into a slot that can be opened on the top of
you become unconscious; you have disadvantage on saves the rifle. The water must be free of pollutants and debris,
against heatstroke and dehydration; and you regain 1 hitpoint otherwise the gun won't fire and will need to be cleaned out,
for every minute you are underwater or out in rain when not but either fresh or salt water can be used. One shot can be
wearing rain gear. This effect only applies if the water is used to make an attack against a target at a range of 80/240
clean. as it fires a compressed bullet of water. On a successful hit,
they take 2d10 piercing damage and 2d8 poison damage, and
the target must make a DC 18 Constitution save or be
poisoned until the end of their next turn and the next attack
on them has advantage to hit.

Pokémon Inspired Weapons & Items


369
F55 - Sword of the Fiery Fluff
Weapon (Greatsword) – Very Rare (29,550 gp, requires attunement)
This orange +2 greatsword has black stripes along one side While attuned to this sword: you always know which
of its blade, while the other side is a dark red with lines direction the sun is; you are resistant to fire damage; you
segmenting it like an insect's carapace. A light blue pointed have advantage on intimidation rolls; if you intimidate
oval gem resembling an eye is embedded between the two someone they have disadvantage on their next ability or
sides. The guard is fur covered, cream colored under the attack roll; when a creature you can see attacks a target other
orange side, white under the dark red side, with large black than you and you are within 5 feet of the attacker or the
spotted orange-red moth wings between them, three on each target, you can use your reaction to impose disadvantage on
side. The light blue handle has an orange spike as the the attack roll; if you fall below half of your max hitpoints,
pommel. attacks with this sword do an additional 2d4 fire damage;
The whole sword is warm to the touch, and attacks done anytime you land a hit with this sword, roll a dice and on an
with it do an extra 3d6 fire damage and the target has even, you gain advantage on your next magic attack; and any
disadvantage on their next attack. If you are hit by necrotic creatures that attempts to grapple or restrain you has
damage, the sword's fire damage increases to 5d6 until the disadvantage on the roll to do so and takes 1d4 fire damage.
end of your next turn. They have disadvantage to maintain the grapple or restraint,
You can speak a command word as a bonus action to cause and take 1d4 fire damage at the start of any turn they are
the gem in the blade to light up like it contains fire, providing grappling or restraining you.
bright light in a 20-foot radius and dim light for another 20
feet. You can repeat the command word to turn the light off.

Pokémon Inspired Weapons & Items


370
091B - Cloyshield
Armor (Shield) – Rare (1910 gp, requires attunement)
This dull purple +1 shield is made from a large clam shell.
A thick seam down the center has a gray horn protruding
from within, along with six other spikes around the shield.
Four circles of black pearl are embedded in the shields
center, and jagged hinge parts flank the sides of the shield.
The large spikes on this shield can be used to perform
dagger attacks while wielding it.
While attuned to the shield: you can breathe underwater;
and any critical hits against you becomes normal hits.

587B - Emolgloak
Wondrous (Cloak) – Rare (5780 gp, requires attunement)
This black cloak has a large white edge along the front of it
and a bright yellow inside. Sleeves at the cloaks edge stretch
to comfortably fit any size wrist. The hood has a W-like bit
that hangs over the forehead, and a white half oval with a
yellow edge on each side that resembles an set of eyes.
So long as your arms are in the cloak's sleeves, you can use
it to fly at a speed of 30 feet by outstretching your arms like a
flying squirrel. If you fail to have your arms outstretched, you
lose this flying speed.
While attuned to this cloak: you are immune to lighting
damage; and if hit by lighting damage not from yourself, you
gain 10 feet of movement and the cloak's flying gains 10 feet
of flight, both lasting for a minute. This effect can stack to a
maximum of 60 additional feet.

Pokémon Inspired Weapons & Items


371
F56 - Talons of the Firehawk
Wondrous (Claws, Cursed) – Very Rare (29,550 gp, requires attunement)
These grey +2 claws have a set of large white claws coming Cursed. These claws are cursed. While cursed, you cannot
off the back of the palm from a yellow animal paw, the end of remove the claws.
which is tied to the wrist by grey cloth with a red-brown quill After your first long rest cursed by these claws, you start
coming out of the back with a red quill on either side. The growing red and orange feathery quills up your arms. You
claws' gloves have white talons on the fingertips, while the also gain the Mold Earth and the Create Bonfire cantrips (DC
gloves have red and then yellow feather trim around the end. 16 save), which don't require any components.
You can use a claw as a melee weapon while wearing them. After your second long rest cursed by these claws, your
You have proficiency with it, it uses your Strength modifier, arms are completely covered in feathery quills, and they start
and it deals 1d8+2 slashing and 1d6 fire damage on a hit. growing over the rest of your body. When others are
While wearing the claws, you have difficulty manipulating grappling with you or are restrained by or restraining
objects, automatically fail Sleight of Hand rolls, and can't cast someone, they take 1d4 piercing and 1d4 fire damage per
spells that require somatic components. round.
While attuned to these claws: you gain a burrowing speed After your third long rest cursed by these claws, your body
of 15 feet; you do not feel the effects of cold weather; and if is completely covered in feathery quills, even replacing your
you fall below half of your hitpoints, these claws do an hair, and your body is fused with the claws. Your mouth has
additional 1d6 fire damage. turned into a beak, losing the ability to speak, and the large
claws fuse into your hands, replacing your middle fingers,
giving you a burrowing speed of 30 feet.
Each phase of this curse requires its own Remove Curse
spell to reverse, needing 4 castings to reverse the curse from
its final form.

This item was created as a Tier Reward for Patron


Douglas Kisluk! Thank you for your support!
Pokémon Inspired Weapons & Items
372
650 - Daggamaro
Weapon (Dagger) – Uncommon (560 gp, requires
attunement)
This wood katar dagger has a wood blade with a white tip,
and leaves above the handle, including a large leaf off the side
with four thin offshoots. The handle is wrapped with red
cloth.
While attuned to this dagger: you have resistance to
damage from non-magical projectile attacks, such as from
bows, rifles and cannons; and if you drop below half your
maximum hitpoints, this dagger does an additional 1d4
piercing damage.
Evolving: If this dagger stays attuned to someone who
regularly wears heavy armor for a year, it will become a
Qualladin.

651 - Qualladin
Weapon (Maul, Cursed) – Rare (1650 gp, requires
attunement)
This green +1 maul has a light brown sphere of wood on
top covered with leafy green armor, a dark brown wood face
at the front of the head and spikes off the back of the head.
The wood handle has greenery down the back, and pommel
is a white wood spike.
While attuned to this maul: you have resistance to damage
from projectile attacks, such as from bows, rifles and
cannons, magical or not, and from projectile magic attacks
(those that require a ranged spell attack roll) such as Chaos
Bolt or Ice Knife; and if you drop below half your maximum
hitpoints, this maul does an additional 1d6 bludgeoning
damage.
Evolving: If this maul stays attuned to someone who
regularly wears heavy armor for a decade, it will become a
Shigarron.
Cursed. This maul is cursed. While cursed, you loose any
aggressiveness you have and will never start fights. You
cannot attack anyone who has not attacked you first, and if
you have the ability to rage you cannot do so during combat
until you take damage.

Pokémon Inspired Weapons & Items


373
652 - Shigarron
Weapon (Longsword, Shield, Greataxe) – Very Rare (25,600 gp, requires attunement)
These green longsword and shield are a set, with the sheath While attuned to this weapon: you are immune to damage
for the sword being along the back of the shield. The +2 from projectile attacks, such as from bows, rifles and
longsword has a cream-colored edge to the green wood cannons, magical or not, and from projectile magic attacks
blade, with a red line down the center. Fuzzy white trim sits (those that require a ranged spell attack roll or projectiles
atop the guard, which curves over the wood handle with that always hit) such as Chaos Bolt, Ice Knife, or Magic
green spikes off the back. The shield has a green orb in Missle; you have advantage on Strength saves; and if you
center with a dark brown star cross on a cream-colored circle drop below half your maximum hitpoints, the longsword does
with red trim in the center, and spikes coming out the top and an additional 1d4 slashing damage and the greataxe does an
bottom. On each side of the orb is a large cream plate with additional 1d6 piercing damage.
red and green trim that resembles a large leaf. Alternating You can also use your action to summon the protective
cream and green spikes come out of the plate's sides. The energy of the weapon, surrounding yourself with green spikey
bottom of the sheath comes out the bottom, with large green energy. While this energy surrounds you, you are immune to
spikes coming out the end. When the sword is in the sheath, all damage from attacks (not including damage from ongoing
you can speak a command word as an action, causing the effects like harsh weather) but your movement drops to 0,
shield to split open, move to the end of the sheath and rotate and if anyone comes into contact with you, they take 1d6
around, turning the sword and shield into a +2 greataxe that piercing damage. This effect lasts until the start of your next
does piercing damage instead of slashing. This can be turn, unless you use your action to keep the effect up for
reversed as an action by repeating the command word. another round.

Pokémon Inspired Weapons & Items


374
653 - Wannekin
Wand () – Uncommon (365 gp, requires attunement)
This golden wand has an ear like end with a large fluffy
orange brush-like tip coming from within it. The handle has
several tuffs of fur coming from it, and the pommel is a
scarlet rhombus.
While attuned to this wand: you can puff hot air out your
ears giving you +1 to Intimidation rolls; you can eat wood for
sustenance; whenever you hit a target with a melee attack,
you can attempt to steal an item in the target's possession as
part of the attack by performing a Sleight of Hand check vs
the target's AC, making the item appear in your hand,
provided you have one free; and if you drop below half your
maximum hitpoints, any spells you cast that do fire damage
do an additional 1d4 fire damage.
Evolving: If this wand stays attuned to a spellcaster for a
year, it will become a Bromixen.

654 - Bromixen
Wondrous (Broom) – Rare (1465 gp, requires attunement)
This large broom has a set of golden handles on top, each
with a long orange fluffy ribbon hanging from it, and a large
ball of white fluffy between them. A binding of gold and
orange leather hold together the brush end, made of yellow
bristles with an orange tip, making the broom resemble a
paintbrush.
While attuned to this broom: you can puff hot air out your
ears giving you +1 to Intimidation rolls; you can eat wood for
sustenance; you can use it as a spellcasting focus; whenever
you hit a target with an attack, melee or ranged, you can
attempt to steal an item in the target's possession as part of
the attack by performing a Sleight of Hand check vs the
target's AC, making the item appear in your hand, provided
you have one free; and if you drop below half your maximum
hitpoints, any spells you cast that do fire damage do an
additional 1d6 fire damage.
When you stand astride the broom and speak its command
word, it will hover beneath you and can be ridden in the air
with a flying speed of 30 feet. It can carry up to 300 pounds,
but its flying speed becomes 20 feet while carrying over 150
pounds, and decreases another 5 feet for every additional 50
pounds up to the 300-pound limit. The broom stops hovering
when you land.
Evolving: If this broom stays attuned to a spellcaster a
decade, it will become a Maphowsi.

Pokémon Inspired Weapons & Items


375
655 - Mabowsi
Weapon (Heavy Crossbow, Broom) – Very Rare (25,650 gp, requires attunement)
This golden +2 crossbow has a set of gold arms with a Attacks with this crossbow do an additional 1d6 fire damage,
bowstring of fire between them and large fluffs of orange fur and on a hit the target has disadvantage on their next spell
underneath them. An orange blade on the front can be used attack.
to perform dagger attacks. The back part of the crossbow is a While attuned to this crossbow: you can puff hot air out
dark red, with orange flame-like markings and white cloth your ears giving you +1 to Intimidation rolls; you can eat
wrapped around the handles. A golden tail of fur hangs from wood for sustenance; you can use it as a spellcasting focus;
the back of the crossbows stock. you can cast the Divination spell as a ritual provided you have
The arms of the crossbow can be folded back and the stock a lit flame you can focus on, which takes the place of the
extended as an action, turning the crossbow into a broom, normal material components needed and responds
and reversed as another action. When you stand astride it accordingly to the possible results; whenever you hit a target
and speak its command word, it will hover beneath you and with an attack or spell, melee or ranged, you can attempt to
can be ridden in the air with a flying speed of 50 feet. It can steal an item in the target's possession as part of the attack
carry up to 400 pounds, but its flying speed becomes 30 feet by performing a Sleight of Hand check vs the target's AC,
while carrying over 200 pounds, and decreases another 5 making the item appear in your hand, provided you have one
feet for every additional 50 pounds up to the 400-pound limit. free; and if you drop below half your maximum hitpoints, any
The broom stops hovering when you land. spells you cast that do fire damage do an additional 1d8 fire
damage.

Pokémon Inspired Weapons & Items


376
656 - Froakisari
Weapon (Kusarigama) – Uncommon (566 gp, requires
attunement)
This blue kyoketsu-shoge kusarigama has navy-blue blade
edges and a white guard that resembles some foamy bubbles.
The handle is wrapped with white cloth, and a 10-foot navy
rope ties the end of the handle to a large metal light blue ring,
with an inner piece of metal that makes part of the empty
space resemble a frog's foot.
While attuned to this kusarigama: you can breath
underwater through your skin; the distance of your long jump
and high jump (per PHB 182) increases by 50% rounded
down; once between long rests you can use your reaction to
pull a cloak of bubbles from the guard that will surround you,
reducing the amount of damage you take from a single attack
by half before popping; and if you drop below half your
maximum hitpoints, this kusarigama does an additional 1d2
slashing or bludgeoning damage, depending on the which
part of the weapon is used.
Kusarigama
Kusarigama, also known as Chain Sickles, are Martial Melee
Weapons, a combination of Sickles and Meteor Hammers,
and anyone proficient with those weapons has proficiency
with a Kusarigama.
A common Kusarigama consists of a sickle with a 10-foot
light chain connecting it to a small iron weight. They weight 4
lbs, cost 10 gp, and have the Finesse, Two-Handed and Reach
properties, with the reach only applying to the chain portion.
The sickle does 1d4 slashing damage, and the weighted
end can be used to do 1d4 bludgeoning damage with Reach,
and on a successful hit the target is Grappled and Restrained
by the chain. The chain can't be used to attack until the target
is freed. The sickle and chain end can be both wielded like
you are fighting with two weapons, per Two-Weapon Fighting
on PHB 195. Using a Kusarigama requires a lot of
concentration, and so you have disadvantage on
Concentration saves while wielding a Kusarigama.

657 - Frogadaxe
Weapon (Battleaxe) – Rare (1465 gp, requires attunement)
This navy +1 battleaxe has a light blue blade edge on the
tall narrow blade. Below the blade is trim made of white
foam, with a long blue ribbon hanging from it.
While attuned to this axe: you can breath underwater
through your skin; the distance of your long jump and high
jump (per PHB 182) doubles; once between short or long
rests you can use your reaction to pull a cloak of bubbles
from the foam trim that will surround you, reducing the
amount of damage you take from a single attack by half
before popping; whenever you perform an attack, you become
resistance to the type of damage the attack does, randomly
choosing one if the attack does more than one type of
damage, lasting until the start of your next turn; and if you
drop below half your maximum hitpoints, this axe does an
additional 1d4 slashing damage.

Pokémon Inspired Weapons & Items


377
658 - Grenimcha
Weapon (Dual-Blade Sword, Longsword, Shortsword) – Very Rare (28,650 gp, requires attunement)
This navy +2 dual-blade sword has two cream-colored fins Dual-Blade Swords
along the back of the larger blade and a spike off the front of Dual-Blades are a type of sword with two bladed ends. The
the blade, both towards the bottom. A ragged pink scarf is shape of the blades can vary, even between the two ends.
tied to sword below that, and a guard curves over the handle. Common Dual-Blades are Martial Melee Weapons, cost 30
The smaller blade can be disconnected from the sword as an gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
action, turning them into a +2 longsword and a +2 handed property. Anyone proficient with Longswords or
shortsword, and reconnected as another action. Greatswords has proficiency with Dual-Blades.
While attuned to this sword: you can breath underwater A single Dual-Blade can be wielded like you are fighting
through your skin; the distance of your long jump and high with two weapons, per Two-Weapon Fighting on PHB 195,
jump (per PHB 182) doubles; twice between short or long but they require a lot of concentration, and so you have
rests you can use your reaction to pull a cloak of bubbles disadvantage on Concentration saves while wielding a Dual-
from the pink scarf that will surround you and any adjacent Blade.
allies (those within 5 feet of you), reducing the amount of
damage you and they take from a single attack by half before
popping, or lasting until the end of your next turn; whenever
you perform an attack, you become resistance to the type of
damage the attack does, randomly choosing one if the attack
does more than one type of damage, lasting until the start of
your next turn; and if you drop below half your maximum
hitpoints, this sword does an additional 1d4 slashing damage.

Pokémon Inspired Weapons & Items


378
658B - Grenickash
Weapon (War Pick) – Very Rare (28,650 gp, requires attunement)
This navy +2 warpick has two black fins along one side of the While attuned to this war pick: you can breath underwater
shaft and a spike on the other side. A red stripe runs down through your skin; the distance of your long jump and high
the shaft between the two fins to a ragged red scarf tied jump (per PHB 182) doubles; twice between short or long
above the handle, which has a guard curving over it. A black rests you can use your reaction to pull a cloak of bubbles
cross with a hoop for the center sits in the middle of the from the red scarf that will surround you and any adjacent
shaft, and while grasping the hilt, you can use a bonus action allies (those within 5 feet of you), reducing the amount of
to make a large cross blade of pure water to spring into damage you and they take from a single attack by half before
existence from the black cross. You can make the blade popping, or lasting until the end of your next turn; and if you
disappear as a bonus action, and it will last until dismissed or drop below half your maximum hitpoints, this war pick does
you fall unconscious. an additional 1d4 piercing damage.
When the blade it out, you can also use your action to make
a ranged attack by swinging the war pick and releasing the
water blade, turning it into a large water shuriken. The attack
and damage rolls are the same as a normal attack with the
war pick, with a range of 30/60. On impact the shuriken
dissipates into a mist, and the war pick's water blade must be
reformed as a bonus action, but if you can multi-attack you
can do so and then throw another shuriken.

Pokémon Inspired Weapons & Items


379
659 - Tunnelby
Wondrous (Drill) – Uncommon (155 gp)
This grey drill has a spiral drill head with a grey ribbon
bow behind the head, with brown frill along the outer edge
and pink frill along the inner edge, and one end of the ribbon
hanging freely. There is a brown frill at the top of the handle,
with a grey guard coming out of it and curving over the
handle. A trigger at the top of the handle turns the drill on
when it is held down.
When on, you can use the drill as an action to burrow 10 ft
per round through soil, or carve a circular 5 ft diameter
tunnel through solid rock at a rate of 1 ft per minute (1.2
inches per round), although while tunneling you and any
other creatures within 10 feet of the drilling must succeed a
DC 14 Dexterity save or take 1d4 bludgeoning damage from
flying debris each round.

660 - Diggershield
Weapon (Shield, Maul) – Rare (1660 gp, requires attunement)
This grey +1 shield has a rectangular center with a brown
crown on top, a cream-colored fluff belt around the lower part
with brown sides, and a leather wrapped handle coming off
the bottom. On each side of the rectangle are large grey ovals
that resemble folded over rabbit ears with brown ends. As a
bonus action, you can extend the handle at the bottom and
pop up the ear-like segments to turn the shield into a +1
maul. You can convert the maul back into a shield as a bonus
action.
While attuned to this weapon: you gain a burrowing speed
of 10 feet; and whenever you heal with a consumable item,
such as a Healing Potion, the healing item is 33% more
effective from the rolled total, rounding up (ie rolling a total of
8 hitpoints from a Healing Potion gains an extra 3 hitpoints
for the recovery from this effect)

Pokémon Inspired Weapons & Items


380
661 - Dartiri
Weapon (Rope Dart) – Uncommon (166 gp, requires
attunement)
This rope dart has a red blade with a black tip and a grey
wing-like guard. A black rope is tied to the bottom of the dart,
with a weight on the other end that resembles a black bird's
tail with a white V on it. The blade is warm to the touch.
Attacks with this rope dart do an additional 1d4 fire
damage.
While attuned to this rope dart: you gain +1 on Initiative
rolls; and are immune to the effects of cold weather.

662 - Fletessinder
Weapon (Tessen) – Rare (2660 gp, requires attunement)
This red +1 tessen has guards that resemble long bird's
heads with gold trimmed eye-holes in the middle. There are
black rhombus blades at the ends of every other rib. A plume
of red and grey feathers covers the rivet, with two black tail
feathers with white strips off the end, all tied together with a
black ribbon. The broadleaf is warm to the touch.
Attacks with this tessen do an additional 1d4 fire damage.
While attuned to this tessen: you gain +3 on Initiative rolls;
are immune to the effects of cold weather; and any creatures
that attempt to grapple or restrain you have disadvantage on
the roll to do so and takes 1d4 fire damage. They have
disadvantage to maintain the grapple or restraint, and take
1d4 fire damage at the start of any turn they are grappling or
restraining you.
You can also touch the tessen to a flammable substance,
such as oil or tinder, and speak a command word as a bonus
action to set it on fire.

663 - Talonriflame
Weapon (Hunting Rifle) – Very Rare (36,499 gp, requires
attunement)
This black +2 rifle has red flames etched along it, as well
as red trim and grey cloth around the butt. A folded black
wing with red and grey shoulder is mounted on top of the
rifle, and a set of white-striped black tail feathers are tied to
the bottom by a long black ribbon that hangs freely. The gun
is warm to the touch
See DMG 267 for specifics about rifles. Rifles are
considered Martial Ranged Weapons, have a range of 80/240,
the two-handed and loading properties, holding 5 shots,
weighting 8 lbs when empty. It is shot similarly to a crossbow,
but requires its own proficiency, and uses Constitution as its
attack modifier, but doesn't use a damage modifier beyond
the +2. On a successful hit, they take 2d10 piercing damage
and 2d8 fire damage.
While attuned to this rifle: you gain advantage on Initiative
rolls; resistance to fire damage; are immune to the effects of
cold weather; and any creatures that attempt to grapple or
restrain you have disadvantage on the roll to do so and takes
1d4 fire damage. They have disadvantage to maintain the
grapple or restraint, and take 1d4 fire damage at the start of
any turn they are grappling or restraining you.

Pokémon Inspired Weapons & Items


381
664 - Lépidonhield
Armor (Shield) – Common (70 gp, requires attunement)
This black shield is made of insect carapaces radiating out
from an orb at the center, with a collar of white hair around
its base and small beige spikes along the shield's seams. The
shield is covered in a fine powder.
While attune to this shield: if you are hit by a damaging
attack or spell that would also cause a status condition, you
are not afflicted with the status condition. This does not
protect from spells and actions that solely inflict status
conditions, such as the Sleep spell.

665 - Speshpa
Weapon (Dagger) – Uncommon (165 gp, requires
attunement)
This black dagger has a short blade on top, with an oval
guard below that, which has a gold rhombus hanging from
one side and a red rhombus from the other. A collar of fluffy
white hair sits below that, with two long threads hanging
from it with a beige bead and black rhombus charms at the
end.
While attuned to this dagger: as a reaction, you can attempt
to remove any status condition you have not being physically
induced (ie grappled, restrained). Roll 1d6, and on a 5 or 6,
you're cured of the condition as your skin seems to shed a
thin layer of magical energy that dissipates into the air.

Pokémon Inspired Weapons & Items


382
666 - Vivibbon Desert Pattern
This beige ribbon has brown
Wondrous (Ribbon Bow) – Rare (1666 gp, requires spots trim. While attuned to
attunement) this ribbon, you can sense the
Vivibbons are ribbon bows that resemble butterflies, direction and distance to the
complete with gold and black antennae coming off the top of nearest sandy desert.
the black and grey clip at the center of the bow. They come in
a multitude of colors and designs, but always have black trim
along the folded edge and pixelated markings, as well as a
partially trimmed sections on top with square cut ends.
While attune to one of these ribbons: once between long Forest Pattern
rests, you can use your reaction to help magically guard an This yellow ribbon has brown
adjacent ally, reducing the damage they take from one attack trim along its sides. While
by 25%, rounded up; and if you are hit by a damaging attack attuned to this ribbon, you can
or spell that would also cause a status condition, you are not sense the direction and distance
afflicted with the status condition. This does not protect from to the nearest forest.
spells and actions that solely inflict status conditions, such as
the Sleep spell.
You can also make a ranged attack while wearing this
ribbon to cover a target with flammable powder, magically
pulling the powder from the ribbon as part of the attack. You
have proficiency with the attack, can use either your Strength
or Dexterity modifier, and it has a range of 15/30. On a hit, Garden Pattern
the target is covered in a fine powder, and if the target This green ribbon has a few
performs an attack or spell that does fire damage, the powder red spots that are reminiscent
ignites, causing the attack or spell to fail as they are of berries. While attuned to this
interrupted, and the target takes force damage equal to 1/4 of ribbon, you can sense the
the fire damage that they would have been done, rounded up. direction and distance to the
This does not prevent fire damage from other sources from nearest garden, orchard, farm,
hitting the target. The powder otherwise lasts until the end of or other cultivated area designed
the target's next turn, or it is washed off through contact with to produce food.
water or rain.
The pattern for each ribbon depends on the location where
it was made, and because of this, when attuned to the ribbon Grassland Pattern
you can sense the direction and distance to the nearest This pink ribbon has light
location of or standing portal to a similar location. pink stripes and blue spots.
While attuned to this ribbon,
Archipelago Pattern you can sense the direction
This brown and red ribbon and distance to the nearest
has grey and green trim. grasslands or meadow.
While attuned to ribbon, you can
sense the direction and distance
to the nearest archipelago.
Hills Pattern
This purple ribbon has pink
trim along its sides. While
attuned to this ribbon, you can
City Pattern sense the direction and distance
This red, black and white to the nearest hilly area.
ribbon has circular pattern
radiating out from its center.
While attuned to this ribbon,
you can sense the direction and
distance to the nearest city or
settlement. Jungle Pattern
This dark green ribbon has
light green spots and brown
trim on the lower part. While
attuned to this ribbon, you can
sense the direction and distance
to the nearest jungle.

Pokémon Inspired Weapons & Items


383
River Pattern
Marine Pattern
This brown ribbon has muddy
This ocean blue ribbon has two spots and blue sections on the
white strips and dark blue trim bottom part. While attuned to
along its edges. While attuned to this ribbon, you can sense the
this ribbon, you can sense the direction and distance to the
direction and distance to the nearest river.
nearest sea coast.

Savanna Pattern
Mountain Pattern
This red ribbon has blue trim This blue ribbon has yellow
along its sides. While attuned lines radiating out from its
to this ribbon, you can sense the center. While attuned to this
direction and distance to the ribbon, you can sense the
nearest mountain. direction and distance to the
nearest savanna.

Ocean Pattern Snow Pattern


This blue, red and yellow This white ribbon has grey
ribbon has sea like bottom half spots and markings on it. While
and a red sun in the center of a attuned to this ribbon, you can
yellow sky. While attuned to this sense the direction and distance
ribbon, you can sense the to the nearest snowy area, with
direction and distance to the priority given to freshly fallen snow,
nearest center of an ocean. regardless if mundane or magical
in origin.
Plains Pattern Sun Pattern
This orange ribbon has red This yellow ribbon has a red
and brown spots on the top part, center and sides, resembling a
and brown, yellow and green radiant sun. While attuned to
trim on the lower part. While this ribbon, you can sense which
attuned to this ribbon, you can direction the sun is, even at night
sense the direction and distance or underground.
to the nearest plains.

Polar Pattern Swamp Pattern


This dark blue ribbon has This pink ribbon has green
white spots and white sections along its sides, with flower
on the bottom part. While pattern in the upper corners.
attuned to this ribbon, you can While attuned to this ribbon,
sense the direction and distance you can sense the direction and
to the nearest magnetic pole. distance to the nearest swamp
or wetlands.
Rain Pattern
This grey and white ribbon has Tundra Pattern
black an blue strips that This light blue ribbon has white
resembles rain. While attuned spots and white trim on the
to this ribbon, you can sense the bottom part. While attuned to
direction and distance to the this ribbon, you can sense the
nearest rainy area, with priority direction and distance to the
given to stronger rains, regardless nearest tundra.
if mundane or magical in origin.
Pokémon Inspired Weapons & Items
384
Lake Pattern
Beach Pattern
This blue ribbon has green
This ribbon has a sky blue spots and trim. While attuned
upper half, an ocean blue line to this ribbon, you can sense the
across the middle, and a sandy direction and distance to the
lower half. While attuned to this nearest sizable body of fresh water.
ribbon, you can sense the direction
and distance to the nearest sandy
beach.

Mangrove Pattern
Cave Pattern
This black ribbon gets darker This dark brown ribbon has
and darker into the center. While green trim along the top, and
attuned to this ribbon, you can blue lines running down it.
sense the direction and distance While attuned to this ribbon,
to the nearest cave entrance when you can sense the direction
not in a cave or underground. and distance to the nearest
mangrove.

Coral Reef Pattern Sky Pattern


This ocean blue ribbon has This light blue ribbon has fluffy
pink trim and pink coral-like white markings on it. While
markings. While attuned to this attuned to this ribbon, you can
ribbon, you can sense the sense the direction and distance
direction and distance to the to the nearest solid land floating
nearest coral reef. in the sky, or if underground, the
nearest exit that will take you
above ground.
Hot Springs Pattern Volcano Pattern
This blue ribbon has white This charcoal black ribbon has
markings that resembles steam a fiery orange X across it. While
on the top part, and light blue attuned to this ribbon, you can
markings on the botton that sense the direction and distance
resembles bubbles. While attuned to the nearest volcano.
to this ribbon, you can sense the
direction and distance to the nearest
hot springs, geyser, or other
hydrothermal feature.
Island Pattern Wasteland Pattern
This blue ribbon has a green This purple ribbon has dusty
center with beige trim. While beige trim and spots upon it.
attuned to this ribbon, you can While attuned to this ribbon,
sense the direction and distance you can sense the direction and
to the nearest island. distance to the nearest wasteland
or other areas ravaged by both
mundane and magical means, such
as battlefields or blighted lands.
Kelp Forest Pattern Waterfall Pattern
This blue ribbon has green This blue ribbon has lines
lines running down it, and light running down it and light blue
blue bubble-like spots. While foam-like markings on the
attuned to this ribbon, you can bottom. While attuned to this
sense the direction and distance ribbon, you can sense the
to the nearest kelp forest or direction and distance to the
other area of thick underwater nearest waterfall.
vegetation.
Pokémon Inspired Weapons & Items
385
Elemental Plane of Fire Pattern
Astral Plane Pattern
This orange ribbon has red and
This grey ribbon has silver and brown trim, as if it was burning.
pink lines on it, as well as some While attuned to this ribbon, you
pink spots. While attuned to this can sense the direction and
ribbon, you can sense the distance to the nearest portal to
direction and distance to the the Elemental Plane of Fire.
nearest portal to the Astral Plane.

Ethereal Plane Pattern Elemental Plane of Water Pattern


This misty blue ribbon has a This blue ribbon has waves of
silver sheen to it. While blue upon it, as if currents were
attuned to this ribbon, you can flowing through it. While attuned
sense the direction and distance to this ribbon, you can sense the
to the nearest portal to the direction and distance to the
Ethereal Plane. nearest portal to the Elemental
Plane of Water.

Feywild Pattern Frostfell Pattern


This green ribbon has spots of This ice blue ribbon has white
light and dark patterns that spots on it, resembling a heavy
mirror each other. While attuned snow fall. While attuned to this
to this ribbon, you can sense the ribbon, you can sense the
direction and distance to the direction and distance to the
nearest portal to the Feywild. nearest portal to the Frostfell.

Shadowfell Pattern Swamp of Oblivion Pattern


This black ribbon has dark This green ribbon has brown
lines that seem to pull the light and red trim like a dangerous
into it. While attuned to this swamp flower. While attuned to
ribbon, you can sense the this ribbon, you can sense the
direction and distance to the direction and distance to the
nearest portal to the Shadowfell. nearest portal to the Swamp of
Oblivion.

Great Conflagration Pattern


Elemental Plane of Air Pattern
This light grey ribbon has spots
This sky blue ribbon has white of darker grey, like ash
swirls and trim that resemble fluttering in the air. While
fluffy clouds. While attuned to attuned to this ribbon, you can
this ribbon, you can sense the sense the direction and distance
direction and distance to the to the nearest portal to the Great
nearest portal to the Elemental Conflagration.
Plane of Air.

Fountains of Creation Pattern


Elemental Plane of Earth Pattern
This earthy brown ribbon has This orange ribbon has lines
sandy and rocky looking spots radiating outward, like a
on it. While attuned to this fountain of magma. While
ribbon, you can sense the attuned to this ribbon, you can
direction and distance to the sense the direction and distance
nearest portal to the Elemental to the nearest portal to the
Plane of Earth. Fountains of Creation.

Pokémon Inspired Weapons & Items


386
The Beastlands Pattern
Material Plane Pattern
This lush green ribbon has
This silver ribbon has blue light green spots and highlights.
stripes radiating outward. While While attuned to this ribbon,
attuned to this ribbon, you can you can sense the direction
sense the direction and distance and distance to the nearest portal
to the nearest portal to the to the Beastlands plane.
Material Plane.

River Styx Pattern Arborea Pattern


This grey ribbon has has red This blue ribbon has a
and black stripes on the lower sapphire center. While attuned
halves of its wings. While to this ribbon, you can sense the
attuned to this ribbon, you can direction and distance to the
sense the direction and distance nearest portal to the Arborea
to the nearest portal to the plane.
River Styx.

Ysgard Pattern
Infinite Staircase Pattern
This grey ribbon has diagonal This purple ribbon has sky blue
lines along its wings that almost at the top and what looks like
resemble staircases. While snow-covered peaks. While
attuned to this ribbon, you can attuned to this ribbon, you can
sense the direction and distance sense the direction and distance
to the nearest portal to the to the nearest portal to the Ysgard
Infinite Staircase. plane.

Mount Celestia Pattern Limbo Pattern


This light blue ribbon has a This white ribbon has strange
golden center, and silver bottom black markings on it. While
parts. While attuned to this attuned to this ribbon, you can
ribbon, you can sense the sense the direction and distance
direction and distance to the to the nearest portal to the Limbo
nearest portal to the Mount Celestia plane.
plane.

Bytopia Pattern Pandemonium Pattern


This amber ribbon has a lush This purple ribbon has light
green design in the middle of purple lines blowing inward.
each wing. While attuned to this While attuned to this ribbon,
ribbon, you can sense the you can sense the direction and
direction and distance to the distance to the nearest portal to
nearest portal to the Bytopia plane. the Pandemonium plane.

Elysium Pattern The Abyss Pattern


This orange ribbon has brown This purple ribbon has fades
trim with light orange highlights. from almost white to almost
While attuned to this ribbon, you black. While attuned to this
can sense the direction and ribbon, you can sense the
distance to the nearest portal to direction and distance to the
the Elysium plane. nearest portal to the Abyss plane.

Pokémon Inspired Weapons & Items


387
Arcadia Pattern
Carceri Pattern
This green ribbon has orderly
This black ribbon has olive rows of flowers between rivers
bars fading outward. While upon it. While attuned to this
attuned to this ribbon, you can ribbon, you can sense the
sense the direction and distance direction and distance to the
to the nearest portal to the nearest portal to the Arcadia plane.
Carceri plane.

Hades Pattern Sigil Pattern


This grey ribbon has rusty red This grey ribbon has rectagles
trim. While attuned to this that seem to resemble many
ribbon, you can sense the doors. While attuned to this
direction and distance to the ribbon, you can sense the
nearest portal to the Hades plane. direction and distance to the
nearest portal to the Sigil plane.

Gehenna Pattern Outlands Pattern


This black ribbon has red This brown ribbon has has
corners and a gold center. silvery trim and many
While attuned to this ribbon, multi-colored lines coming
you can sense the direction and inward. While attuned to this
distance to the nearest portal to ribbon, you can sense the
the Gehenna plane. direction and distance to the
nearest portal to the Outlands plane.

The Nine Hells Pattern Elemental Chaos Pattern


This ruby ribbon has a black This blue ribbon has brown and
lower part. While attuned to orange spots on it, with white
this ribbon, you can sense the lines swirling over it. While
direction and distance to the attuned to this ribbon, you can
nearest portal to the Nine Hells sense the direction and distance
plane. to the nearest portal to the
Elemental Chaos plane.

Acheron Pattern Demiplane of Dread Pattern


This red ribbon has many This purple ribbon has white
black squares upon it. While triangles piercing from above,
attuned to this ribbon, you can and red stains on the bottom
sense the direction and distance part. While attuned to this ribbon,
to the nearest portal to the you can sense the direction and
Acheron plane. distance to the nearest portal to the
Demiplane of Dread.

Mechanus Pattern
This blue ribbon has a bronze
gear-like pattern in the center.
While attuned to this ribbon,
you can sense the direction and
distance to the nearest portal to
the Mechanus plane.

Pokémon Inspired Weapons & Items


388
667 - Palitleo
Weapon (Shortsword, Cursed) – Uncommon (127 gp,
requires attunement)
This brown shortsword has a fiery red blade with a two-
point tip, and a guard that resembles a lion cub red with a
ruby nose. The handle is wrapped in black leather, and a
brown fur puff acts as the pommel. The blade is warm to the
touch.
Attacks with this sword do an additional 1d4 fire damage.
While attuned to this sword: you can let out an intimidating
roar as an action. You make an Intimidation roll, and any
hostile creatures within 15 feet of you that can hear you must
make a Wisdom save against your Intimidation roll, having
disadvantage on their next attack on a fail.
Cursed. This sword is cursed. While cursed, you are hot-
headed and quick to start fights with others.

668A - Kaenjishield
Armor (Shield, Cursed) – Rare (1866 gp, requires
attunement)
This red +1 shield has gold lines in a 大 pattern on it, and a
triangular brown center with a blue orb in the middle.
While attuned to this shield: you are resistant to fire
damage; and you can let out an intimidating roar as an action.
You make an Intimidation roll, and any hostile creatures
within 60 feet of you that can hear you must make a Wisdom
save against your Intimidation roll, having disadvantage on
their next attack on a fail.
The shield has 4 charges that refresh at dawn, and you can
expend 2 or more charges to cast Aganazzar's Scorcher (DC
15), with each additional charge upcasting the spell by a level.
Cursed. This shield is cursed. While cursed, you are
generally lazy when not in combat. You have disadvantage on
Strength and Dexterity rolls when not in combat.

668B - Pyrapier
Weapon (Rapier) – Rare (1866 gp, requires attunement)
This black +1 rapier has a red cup guard with gold streaks
radiating out from the blade, and a blue orb as the pommel.
The rapier has a matching sheath with a brown furry tip. The
blade is warm to the touch.
Attacks with this rapier do an additional 1d6 fire damage.
While attuned to this sword: you can let out an intimidating
roar as an action. You make an Intimidation roll, and any
hostile creatures within 30 feet of you that can hear you must
make a Wisdom save against your Intimidation roll, having
disadvantage on their next attack on a fail.

Pokémon Inspired Weapons & Items


389
669 - Flabébagu
Wand () – Uncommon (165 gp, requires attunement to a
Druid)
This white wand has a green handle with petals around a
bulb guard that can come in several colors, including red,
blue, yellow, white and orange. Two more bulbs are a little
further up the wand, with two heart shaped off shoots and a
halo of small yellow beads around the top bulb.
While attuned to this wand: any healing spells you cast heal
an additional 1 hitpoints per spell level; and you can tap this
wand to any unpollinated flower to pollenate it.
Evolving: If this wand stays in a flower filled area for a
year, it will become a Floelle.

670 - Floelle
Staff () – Rare (1670 gp, requires attunement to a Druid)
This green staff has large flower top that can come in
several colors, including red, blue, yellow, white and orange,
and can be used as an umbrella. A white bulb below the
flower has yellow sides with white heart-shaped off shoots
hanging from it. The bottom has a heart-shaped leaf-like end.
While attuned to this staff: you gain a +1 bonus to spell
attack and damage rolls; any healing spells you cast heal an
additional 1 hitpoints per spell level; you can tap this staff to
any unpollinated flower to pollenate it; you have advantage on
Persuasion rolls with plant and plant-based creatures (such
as Dryads and Spore Druids); and any plant and plant-like
creatures allied with you within 30 feet of this staff (including
you if applicable) cannot have disadvantage imposed on any
of their rolls by outside spells and effects. This does not apply
to status conditions inflicted on allies, nor removes any
disadvantages imposed before moving into range.
Evolving: If this staff stays in a flower filled area for a
decade, it will become a Floargek.

671 - Floargek
Wondrous (Cloak) – Very Rare (17,600 gp, requires
attunement to a Druid)
This green cloak has large dark green leave-like patterns
around the bottom, two black rhombuses on the front that
latch together, and a flowery bonnet that can come in several
colors, including red, blue, yellow, white and orange.
While attuned to this cloak: you can use this cloak as a
spell focus; you gain a +2 bonus to spell attack and damage
rolls; you gain the Druidcraft cantrip; any healing spells you
cast heal an additional 1 hitpoints per spell level; you can tap
this cloak to any unpollinated flower to pollenate it; as a
reaction, you can magically pass an item on your person to an
ally within 30 feet of you; you have advantage on Persuasion
rolls with plant and plant-based creatures (such as Dryads
and Spore Druids); and any plant and plant-like creatures
allied with you within 30 feet of this staff (including you if
applicable) cannot have disadvantage imposed on any of their
rolls by outside spells and effects. This does not apply to
status conditions inflicted on allies, nor removes any
disadvantages imposed before moving into range.

Pokémon Inspired Weapons & Items


390
670B - Waretterna
Weapon (War Pick) – Very Rare (17,600 gp, requires attunement)
These white +2 war pick has a round head with blue teardrop Once between long rests, you can channel the magical energy
like markings around it, a black spike off the top, and red within the war pick to fire a powerful beam of light 60 feet
bulbs on the sides. The two black blades on each side have long and 5 feet wide from the tip of the war pick. Each
red edges and small spikes towards the blade points. The creature in the line must make a DC 17 Dexterity save, taking
handle is wrapped in blue cloth. 10d8 force damage on a fail, and half as much on a success.
While attuned to this war pick: you no longer age, from You then take recoil force damage equal to half of the damage
both mundane or magical means; you have advantage on all the targets received, rounding up.
Persuasion rolls with plant and plant-based creatures (such Cursed. This war pick is cursed. While cursed your
as Dryads and Spore Druids); and any plant and plant-like creature type includes Undead, and items, spells or effects
creatures (including you if applicable) allied with you within with conditions for undead treat you as undead.
30 feet of this staff cannot have disadvantage imposed on any
of their rolls by outside spells and effects. This does not apply
to status conditions inflicted on allies.

Pokémon Inspired Weapons & Items


391
008B - Wartorint
Armor (Splint) – Rare (2800 gp, requires attunement)
This blue +1 splint armor has wing-like shoulder guards,
pale-yellow splints across the front and brown splints across
the back, with thick white trim down the sides separating the
two. A leather belt sits above a skirt of light blue swirls like
crashing waves.
While attuned to this armor: you have a swim speed equal
to your walking speed; you can hold your breath for an
additional 5 minutes; and have +1 on Stealth rolls when
submerged in water.
Evolving: If this armor stays on the Elemental Plan of
Water for a decade, it will become a Platoise.

009B - Platoise
Armor (Plate) – Very Rare (29,000 gp, requires attunement)
This +2 plate armor has a pale yellow front and a brown
turtle-shell like back, separated by a thick white trim. The
armor has a matching blue helm with triangular blue ears on
top and a rounded muzzle with a pale-yellow underside. The
armor's shoulder guards are brown with thick white trim and
blue splints.
While attuned to this armor: you have a swim speed equal
to your walking speed; you can hold your breath for an
additional 10 minutes; and have +1 on Stealth rolls when
submerged in water.
As an action, you can speak one of three command words,
causing a cannon head to pop out from within one of the
magical pocket dimensions in the shoulder guards, and shoot
a stream of fresh water until the start of your next turn. The
three options are:
"Water Gun" produces 1 gallon of water.
"Hydro Pump" produces 5 gallons of water.
"Hydro Canon" produces 30 gallons of water that gushes
forth in a geyser 30 feet long and 1 foot wide. As a bonus
action you can aim the geyser at a creature you can see
within 30 feet of you. The target must succeed on a DC 13
Strength saving throw or take 1d4 bludgeoning damage
and fall prone. Instead of a creature, you can target an
object that isn't being worn or carried and that weighs no
more than 200 pounds. The object is either knocked over
or pushed up to 15 feet away from you.
Once the action is complete, the cannon head returns
inside the shoulder guard. If anything is placed into the
cannon's pocket dimension while open, there is a 50% chance
that when it closes the item is randomly teleported to
somewhere on the Elemental Plane of Water.

Pokémon Inspired Weapons & Items


392
014B - Kakussen
Weapon (Tessen) – Uncommon (140 gp, requires attunement)
This yellow tessen has triangular guards made from an
insect carapace. The leaf is a simple yellow with two black
lines across it. There is a triangular casing made from insect
carapace over the rivet with a dome bottom that has two
black eye-like jewels embedded in it.
Upon a successful attack with this tessen, the target must
succeed a DC 10 Constitution saving throw or be poisoned
until the end of their next turn.
While attuned to this tessen: whenever you open or close
this tessen, you can attempt to remove any status condition
you have not being physically induced (ie grappled,
restrained). Roll 1d12, and on a 12, you're cured of the
condition as your skin seems to shed a thin layer of magical
energy that dissipates into the air.

Pokémon Inspired Weapons & Items


393
F57 - Volcano's Breach Armor
Armor (Plate, Cursed) – Very Rare (28,240 gp, requires attunement)
This charcoal grey +2 plate armor has several red hexagons, After your second long rest cursed by the armor, the
particularly on the shoulder guards, that glow as if lava splotches grow to fully cover your skin as well as turning hard
flowed beneath the surface. There are black triangular and rough, making it resemble a lava field. You can now cast
indents on the chest and leg guards. The belly of this armor Stoneskin on yourself at will.
has an orange rhombus on it. After your third long rest cursed by the armor, your skin is
While attuned to this armor: you have advantage on now hot to the touch and faintly glows like lava, while your
Intimidation rolls: you gain 30 feet of burrowing speed; you eyes turn black with glowing red pupils. You can now also
are immune to fire damage; you can survive without water; cast Investiture of Flame at will.
you can consume coal for sustenance; and as a reaction you Each phase of this curse requires its own Remove Curse
can attempt to remove any status condition not being spell to reverse, needing 4 castings to reverse the curse from
physically induced (ie grappled, restrained). Roll 1d6, and on a its final form.
5 or 6, you're cured of the condition as your skin seems to Synergy. This armor synergizes with the Talons of the
shed a thin layer of magical energy that dissipates into the air. Firehawk (PIWI 372). While cursed by both, the claws do
Cursed. This armor is cursed. While cursed, you cannot 1d8 fire damage instead of 1d6, and some of the quills that
remove the armor. developed from the Talons turn into large rocky spikes, so
After your first long rest cursed by the armor, your skin that when others are grappling with you or are restrained by
starts developing black, orange and red splotches. You also or restraining someone, they take 1d6 piercing and 1d6 fire
develop the ability to release a 20-foot-radius sphere of white damage per round instead of 1d4.
smoke from yourself as an action. The sphere spreads
around corners, and it lasts for 10 minutes or until a
wind of moderate or greater speed (at least 10
miles per hour) disperses it. Vision within the
smoke is heavily obscured, and any creatures other
than you that enters the smoke or starts their turn
in it must make a DC 16 Constitution save or be
blinded for 1 minute. They can attempt the
save again at the end of their next turn.

This item was created as a Tier Reward for


Patron Douglas Kisluk! Thank you for your
support!

Pokémon Inspired Weapons & Items


394
672 - Mähimker
Weapon (Warhammer) – Uncommon (276 gp, requires
attunement)
This brown wood warhammer has a black face with white
markings behind it, followed by a mane of oval leaves that
extends down the top of the hammer. Two black horns come
off the back of the hammer. The lower half of the handle is
wrapped in white cloth, and the pommel is carved into an
orange cloven hoof.
While attuned to this hammer: you can absorb sunlight for
sustenance instead of eating food, but you still require water;
and you gain +1 AC when in vegetative terrain (ie grassy
fields, forests, jungles).
Evolving: If this hammer remains in a vegetative areas
populated by humanoids (such as a farm or forest village) for
a year, it will become a Chevraul.

673 - Chevraul
Weapon (Maul) – Rare (3760 gp, requires attunement)
This brown +1 wood maul has a cylindrical head, with the
face carved to resemble a goat's head, complete with black
horns, white face markings and orange eyes. Behind the goat
face is a mane of oval leaves, which runs back across the top
of the maul, with a small bush at the end upturned like a tail.
The lower half of the handle is wrapped in white cloth, and
the pommel is carved into an orange cloven hoof.
While attuned to this maul: you can absorb sunlight for
sustenance instead of eating food, but you still require water;
you gain +1 AC when in highly vegetative terrain (ie grassy
fields, forests, jungles); you can sense the current feelings of
anyone else who grips the maul's horns; and if you take
damage from a plant creature, a spell that manipulates
plants, or a weapon made predominately of plants and plant
material (including those made of wood), you gain advantage
on your next attack.
As an action, you can also speak a command word and the
maul will turn into a Giant Goat (MM 326) with the following
differences: the goat is a plant creature instead of a beast; it is
vulnerable to fire; has the attunement benefits of the maul; it
understands any languages you do; and it will follow any
commands you give it. The goat can be reverted to a maul by
repeating the command word, but if it drops to 0 hitpoints or
your attunement is broken, it will revert to a maul where it
was and cannot turn into a goat again for 7 days, when it can
come back at full health. If the goat takes damage but is not
dropped to 0 hitpoints, it can recover hitpoints normally
through short or long rests, including when in maul form
when you take a short or long rest.

Pokémon Inspired Weapons & Items


395
674 - Puncham
Wondrous (Gloves, Cursed) – Uncommon (175 gp, requires
attunement)
These black gloves have white around the palm and a trim
of white cotton balls around the end of the glove. A jade oval
with one end cut off is embedded in the back of the palm.
While attuned to these gloves: your unarmed strikes do an
additional 1 bludgeoning damage; and your unarmed strikes
ignore any damage immunities or resistances the target
might have.
Cursed. These gloves are cursed. While cursed, you have
difficulty intimidating people, giving disadvantage on all
Intimidation rolls.
Evolving: If these gloves remains in Shadowfell for a year,
they will become a set of Pungoro.

675 - Pungoro
Wondrous (Gloves, Cursed) – Rare (1675 gp, requires
attunement)
These white gloves have black fingers, grey shag around
the wrist with a small cape like part along the back of the
arm. A charm of two jade pointed ovals hangs from the wrist.
While attuned to these gloves: you gain a blind sense of 15
feet from being able to detect slight movements in the air
with the jade charm; you have +1 to your unarmed strike
attack rolls; your unarmed strikes do an additional 2
bludgeoning damage; your unarmed strikes ignore any
damage immunities or resistances the target might have; and
your unarmed strikes can hit creatures that are on the
Ethereal Plane when you are on the Material Plane and vice
versa.
Cursed. These gloves are cursed. While cursed, you cannot
tolerate those who pick on the weak, and must make a DC 17
Wisdom save or immediately attack anyone you perceive to
be picking on those weaker than themselves, regardless of
any consequences.

Pokémon Inspired Weapons & Items


396
675 - Trimmanteau
Wondrous (Coat) – Rare (1775 gp, requires attunement)
This white fur coat has a black belt and blue buttons and
comes in a multitude of styles, but it's natural style has a
shaggy collar, shaggy tuffs at the shoulders and wrists, and a
belt buckle that looks like a comma.
While attuned to this coat: you have +1 on Persuasion rolls
with upper class people; you are resistant to piercing,
slashing and bludgeoning damage, whether magical or not;
and after a long rest you can change this coat's style, either to
a style listed here, or one that is white, black, and a single
other color, which lasts until you change it or become
unattuned to the coat, which causes it to revert to its natural
style.
Other styles include:
Heart Style - The coats collar and shoulders are now puffy
and soft, while the sleeves have been trimmed short revealing
the fur's black roots. The bottom of the coat is pink, and the
belt buckle is a pink heart.
Diamond Style - The coats collar and shoulders are now
puffy and soft, while the sleeves have been trimmed short
revealing the fur's black roots. The shoulders and bottom of
the coat are orange, and the belt buckle is an orange
diamond.
Star Style - The sleeves and shoulder have been trimmed
short revealing the fur's black roots. The fur around the
wrists has been arrange into three puffy wraps and died
turquoise. The bottom of the coat is turquoise, and the belt
buckle is a turquoise star.

Pokémon Inspired Weapons & Items


397
La Reine Style - The collar has been arranged into a large
brim, and lines have been cut into the sleeves, revealing the
fur's black roots. The sleeves pinch in a little after the
wrists. The bottom of the coat and the forearms are blue,
and the belt buckle is a blue oval.
Debutante Style - The collar has been arranged into
a large brim, and the shoulders into gold rhombuses.
The sleeves bulge out around the ends with jagged
gold trim. The belt buckle is a gold sideways bow.

Kabuki Style - The collar has been arranged into a large


brim, and lines have been cut into the sleeves and
around the bottom of the coat, revealing the fur's black
roots. The bottom of the coat, upper arms and chest
are red, and the belt buckle is a fan of small red
triangles.
Matron Style - The coats collar is now pink, puffy
and soft, and the shoulders have been trimmed into
little fairy wings. The sleeves have pink trim around
the end followed by a pink heart. The belt buckle is
a pink circle.

Pharaoh Style - The collar has been arranged into a


large brim with a blue line in the middle. Small ovals
have been cut into the sleeves, revealing the fur's black
roots. The bottom of the coat and forearms are blue,
and the belt buckle is a blue question mark.
Dandy Style - The collar has been arranged into a
large brim, and the sleeves curve in before returning
to normal after the wrists. The bottom of the coat
and the wrists are bright green, and the belt buckle
is a squeezed green rectangle.

Pokémon Inspired Weapons & Items


398
677 - Psiand
Wand (Cursed) – Uncommon (195 gp, requires attunement)
This pale grey wand has a pale purple orb on top with a
dark purple center. There are tuffs of fur below the orb, the
top two have white tips, and the end of the wand has a white
tip as well.
While attuned to this wand: you cannot have disadvantage
on attacks from non-magical means done to or by the target
(such as the dodge action); and you are immune to the
Confusion spell.
This wand has 3 charges that refresh at midnight. You can
expend 1 or more charges to cast Dissonant Whispers (DC
13), with each extra charge upcasting the spell by a level.
Cursed. This wand is cursed. While cursed, your
expression is a permanent blank stare, giving you
disadvantage on all of your Charisma rolls.
Evolving: If this wand remains on the Astral Plane for a
year, it will become a Meowstick.

678 - Meowstick
Staff (Cursed) – Rare (1795 gp, requires attunement)
This staff comes in two varieties, one white and one navy.
Both staffs have a round head with a furry collar and a fur top
of the opposite's colors, and pointed ears on either side that
fold over. The navy staff has straight fur, while the white staff
has curled fur. Two tails hang from the collar, and the end of
the staff is tipped with the other's color. Each staff has cat's
eye gems embedded in the head, with the navy staff having
green gems and the white staff having yellow-orange gems.
While attuned to this staff: you have +1 to spell attack and
damage rolls; you cannot have disadvantage on attacks from
magical or non-magical means done to or by the target (such
as the dodge action or Blur spell); you are immune to the
Confusion spell; and if a spell or effect imposes disadvantage
on a roll, you have advantage on your spell attack rolls, unless
it would be your spell attacks, in which case it cancels out the
disadvantage.
This staff has 6 charges that refresh at midnight. You can
expend charges to cast the following spells, with each extra
charge upcasting the spell by a level.
Dissonant Whispers (1 or more charges, DC 16)
Mind Spike (2 or more charges, DC 16)
Telekinesis (5 charges, DC 16)
Cursed. This staff is cursed. While cursed, you are
unfriendly, selfish and aversive when dealing with people,
giving you disadvantage on all of your Charisma rolls.

Pokémon Inspired Weapons & Items


399
679 - Tachitotsuki
Weapon (Shortsword, Cursed) – Uncommon (185 gp, requires attunement)
This silver and gold short sword has a guard that curves towards the blade, which
flares out into the guard. The handle is wrapped in dark blue cloth, with a sash on
the end that swirls into light blue with four tassels on the end. The pommel is an
eerie blue orb that resembles an eye with a dark oval in the center.
Tachitotsukis are created when an abandoned sword is possessed by the soul of a
sentient creature that it had previously killed. As such, the sword is sentient, with the
Alignment, Intelligence, Wisdom, Charisma and languages it possessed in life. It can
speak and hear normally, and has darkvision of 60 feet, provided the swords' orb is
not covered, as it sees through the orb. They can also manipulate the sash like a hand,
giving it a reach of 1 ft., can't lift more that 5 pounds or activate magic items, but can
drag itself along the ground at 1 ft. per round. When in combat, it will wrap the sash
around your forearm. Their personality usually remains intact, but how much the
spirit remembers about their life various. As they are people who were killed with the
sword, they often desire vengeance on the one who killed them, even if that person is
long dead themselves. This has been known to cause problems when forgotten
swords in a family's storage becomes a Tachitotsuki.
While attuned to this sword: you can expend 3 hitdice to cast Vampiric Touch on
yourself, and you can use the sword instead of a melee attack to target a creature,
adding the necrotic damage to the sword's damage.
Cursed. This sword is cursed. While cursed, every attack you do on a target hits
regardless of what you roll, even if it is a critical fail. However, every attack on you also hits regardless of the roll, even if it is a
critical fail. All critical hits still count as critical hits.
Evolving: If this sword stays in the possession of a leader for a decade, it will become a Aexisclash.

680 - Dimocleave
Weapon (Dual-Blade Sword, Cursed) – Rare (1860 gp, requires attunement)
This silver and gold +1 dual-blade sword has a gold arch guard over the handle, with a
purple orb embeded in each end, looking like two eyes. The handle is wrapped in purple cloth
which goes out into a sash at each end, with pink swirls at the tip before spliting into four
tassles.
Dimocleaves are created when an abandoned sword is possessed by the soul of a
sentient creature that it had previously killed. As such, the sword is sentient, with the
Alignment, Intelligence, Wisdom, Charisma and languages it possessed in life. It can
speak and hear normally, and has darkvision of 60 feet, provided the swords' orbs are
not covered, as it sees through the orbs. They can also manipulate the sashes like
hands, giving it a reach of 1 ft., can't lift more that 10 pounds or activate magic
items, but can drag itself along the ground at 2 ft. per round. When in combat, it
will wrap a sash around your forearm. Their personality usually remains intact,
but how much the spirit remembers about their life various. As they are people who
were killed with the sword, they often desire vengeance on the one who killed
them, even if that person is long dead themselves. This has been known to cause
problems when forgotten swords in a family's storage becomes a Dimocleave.
While attuned to this sword: you can expend 3 hitdice to cast Vampiric Touch
on yourself, and you can use the sword instead of a melee attack to target a
creature, adding the necrotic damage to the sword's damage; and as an action,
you can make the sword emit an unnerving metallic sound. Any creatures
within 30 feet of you that can hear, excluding you, must make a DC 15
Constitution save or have disadvantage on their next attack.
Cursed. This sword is cursed. While cursed, every attack you do on a
target hits regardless of what you roll, even if it is a critical fail. However,
every attack on you also hits regardless of the roll, even if it is a critical fail.
All critical hits still count as critical hits.

Pokémon Inspired Weapons & Items


400
681 - Aexisclash
Weapon (Longsword, Shield) – Very Rare (37,500 gp, requires attunement)
This gold +2 longsword has a gold blade with silver edges While attuned to this weapon: you can expend 3 hitdice to
and a somewhat serrated tip. A purple orb with a white line cast Vampiric Touch on yourself, and you can use the sword
in it and surrounded by black is embedded in the blade just instead of a melee attack to target a creature, adding the
above the guard, which has puff-point tips. The pommel is a necrotic damage to the sword's damage; you can innately
striated spike, while the handle is wrapped in black cloth that sense creature's leadership abilities, allowing you to
extends into a free sash with a purple swirl near the end immediately determine which creature in a group (if any) are
before dividing into four tassels. The sword sheaths into a the leader, as well as any leadership abilities any of them
matching gold round shield, which has dull copper plating possess (such as the Hobgoblin Captain's Leadership or the
around the rim and radiating outward from a black flower- Orc War Chief's Battle Cry actions); you can use the
like triangle. The triangle contains three copper rings, each Aexisclash's King's Shield ability; and as an action, you can
holding a purple orb with a white line in them. make the sword emit an unnerving metallic sound. Any
Aexisclash are created when an abandoned sword and creatures within 30 feet of you that can hear, excluding you,
shield are possessed by the soul of a sentient creature that it must make a DC 17 Constitution save or have disadvantage
had previously killed. As such, the set is sentient, with the on their next attack.
Alignment, Intelligence, Wisdom, Charisma and languages it King's Shield. While you are wielding the shield, you can
possessed in life. It can speak and hear normally, and has use your action to take a defensive stance, enveloping you a
darkvision of 120 feet, provided the orbs are not covered, as it magical protection and protecting you from all outside
sees through them. They can also manipulate the sash like a damage until the start of your next turn. You are still
hand, giving it a reach of 1 ft., can't lift more that 10 pounds susceptible to status conditions and must make saves
or activate magic items, but can drag itself along the ground accordingly.
at 5 ft. per round. When in combat, it will wrap a sash around Consecutive uses of King's Shield may cause it to fail. If you
your forearm. Their personality usually remains intact, but use King's Shield two or more times in a row, roll a d6. If the
how much the spirit remembers about their life various. As number rolled is equal to or less than the number of times
they are people who were killed with the sword, they often you have previously used King's Shield in a row, your action
desire vengeance on the one who killed them, even if that is used as King's Shield fails and you take damage normally.
person is long dead themselves. This has been known to I.e. if you are attempting to use it for a 3rd time in a row,
cause problems when forgotten items in a family's storage rolling a 1 or 2 would cause it to fail.
becomes an Aexisclash. The sword is the main part of the
Aexisclash, and if the two pieces are separated the sword can
teleport the shield to it or it to the shield at will regarless of
where each is, with the sword ending up back in the shield's
sheath. The sword can also see, hear an speak through the
sheild so long as they are no more than 100 feet apart. Any
further and the shield becomes dormant.

Pokémon Inspired Weapons & Items


401
682 - Spritzeau
Wondrous (Perfume Bottle) – Uncommon (295 gp)
This perfume bottle has a round bottle covered in a fine
pink fur with wing designs on either side. A ring of soft
purple petals on the bottom keeps it from rolling around
when set down. The nozzle looks like a grey upturned nose,
and has a pink puffer off the back make of fine pink fur with a
long curl on one side.
This perfume bottle has 3 charges which refresh at dawn
and can be expended to perform the following effects/spells:
• As an action, you can spritz someone you can touch with
a pleasant perfume, giving them +1 to all Charisma rolls for 1
hour (1 charge)
• As an action, you can spritz someone you can touch with
a charming perfume, which acts the same as a Charm Person
spell (DC 14, 1 charge)
• As an action, you can spritz someone you can touch with
a healing perfume, which acts the same as a Lesser
Restoration spell (2 charges)
Evolving: If this perfume bottle remains in the possession
of a member of high society for a year, it will become an
Aromateau.

683 - Aromateau
Wondrous (Perfume Bottle) – Rare (3950 gp)
This perfume bottle has an apple shaped bottle covered in
a fine pink fur, with numerous long strands around the
bottom to keep it upright when set down. The top is dome
covered in fluffy purple fur, and a long wave of hair with a
yellow streak in it off the top. The nozzle looks like a grey
beak with two orange gems embedded on either side with
black wings coming off them. A purple hose off the back of
the top attaches to the puffer, which has a matching long
wave on the end of as the top.
This perfume bottle has 6 charges which refresh at dawn
and can be expended to perform the following effects/spells:
• As an action, you can spritz someone or some thing you can touch
with a mundane scent of your choice, which lasts for 1 hour (1 charge)
• As an action, you can spritz someone you can touch with a pleasant perfume, giving
them +1 to all Charisma rolls for 1 hour (1 charge)
• As an action, you can spritz someone you can touch with a protective perfume,
enveloping them in an aromatic mist for 1 hour. This causes any creature who can smell to have
disadvantage on magic attack rolls against them. If they take damage, the property ceases to
function until the start of their next turn. (1 charge)
• As an action, you can emit a large spritz that covers a 20-foot sphere around you, protecting all creatures within from loosing
any action, bonus action or reaction options not being physically induced (such as some of the effects of the Paralysed condition)
for 1 hour. (1 charge)
• As an action, you can spritz someone you can touch with a charming perfume, which acts the same as a Charm Person spell
(DC 18, 1 charge)
• As an action, you can spritz someone you can touch with a overpowering perfume, causing the target to loose their sense of
smell. This can be undone with a Lesser Restoration or similar spell. (1 charge)
• As an action, you can spritz someone you can touch with a healing perfume, which acts the same as a Lesser Restoration spell
(2 charges)
• As an action, you can send a spritz up to 90 feet away, which acts the same as a Stinking Cloud spell (DC 17, 3 charges)
• As an action, you can spritz a monster you can touch with a charming perfume, which acts the same as a Charm Monster spell.
(DC 18, 4 charges)

Pokémon Inspired Weapons & Items


402
684 - Sweilix
Armor (Shield, Cursed) – Uncommon (180 gp, requires
attunement)
This light-pink shield is made up of several fluffy balls that
resembles balled up cotton candy packed together. The left
and right upper balls have large pink spots on their tips, while
four of the center balls each have a cherry-red spot in the
middle. Three pink tassels hang from the bottom of the
shield. The shield smells like cotton candy, and the outside is
sticky to the touch.
While attuned to this shield: you and any allies within 30
feet of you cannot be magically put to sleep.
As an action, you can also spray a target within 5 feet of
you with sticky threads from the shield. The target must make
a DC 15 Dexterity save or be covered in sticky sweet threads
that tangle around them, decreasing their movement by 10
feet. This effect can be stacked, and if their movement is
brought down to 0 this way, they become restrained. A layer
of these threads can be removed as an action by anyone who
can touch the target. If the affected target takes any fire
damage, all of the threads are burnt away, and if the target is
submerged in or hit by substantial water for a turn, the
threads dissolve. The threads are edible, having a sweet taste
to everyone but you, who can't taste them.
Cursed. This shield is cursed. While cursed, you develop a
strong sweet tooth. If you don't have something sweet to eat
with meals and at hand to snack upon, you become grumpy
and annoyed, which gives disadvantage on all Charisma rolls,
until you can eat something sweet again.
Evolving: If this shield remains in a bakery or the
possession of a chef for a year, it will become a Sheilpuff.

685 - Sheilpuff
Armor (Shield) – Rare (1850 gp, requires attunement)
This cream colored +1 shield has a cherry red buckle in the
center with flowery pink trim, and a cherry red rim around
the outer edge. The shield smells like sugar and the outside
feels squishy like jelly.
While attuned to this shield: you and any allies within 30
feet of you cannot be magically put to sleep; you have
advantage on Perception checks that rely on smell, as well as
advantage on Insight and Medicine checks of targets you can
smell; and when you doff medium or heavy armor, your
movement, climbing, swimming and flying speeds (if any) are
doubled for 1 minute or until you don medium or heavy
armor.
As an action, you can also spray a target within 5 feet of
you with sticky threads from the shield. The target must make
a DC 15 Dexterity save or be covered in sticky sweet threads
that tangle around them, decreasing their movement by 10
feet. This effect can be stacked, and if their movement is
brought down to 0 this way, they become restrained. A layer
of these threads can be removed as an action by anyone who
can touch the target. If the affected target takes any fire
damage, all of the threads are burnt away, and if the target is
submerged in or hit by substantial water for a turn, the
threads dissolve. The threads are edible, having a sweet taste
to everyone but you, who can't taste them.

Pokémon Inspired Weapons & Items


403
686 - Inkelm
Wonderous (Helm) – Rare (1695 gp, requires attunement)
This helm has a semi-transparent mantle around the top,
which is a pink pointed top with glowing yellow spots around
the base. Navy blue plates cover the nose, cheeks and back of
the head, with two additional transparent pieces down the
sides.
While attuned to this helm: you gain the Dancing Lights
cantrip; if you would have disadvantage on a saving throw or
ability check from non-magical means (such as poison), you
instead have advantage, and vice versa; and your attacks and
spells will bypass any buffs, resistances and immunities the
target has from spells and magic items.
This helm has 3 charge that refreshes at midnight, which
can be expended to cast the following effects/spells:
Topsy-Turvy: As an action, you can target a creature you
can see within 30 feet of you, causing the target's positive
modifiers to become negative, all advantages on rolls they
have from effects on themselves (such as natural abilities,
spells and magic items) to become disadvantages, and
vice versa for both. This lasts for 1 hour or until the
reversed effect/spell would otherwise end (ie ending
concentration on a reversed spell would end the effects of
just that spell), and any new spells or effects that would
give advantage/disadvantage imposed in this time act
normally. (1 charge)
Crown of Madness (DC 17, 2 charges)
Hypnotic Pattern (DC 16, 3 charges)
Evolving: If this helm remains in Shaowfell for a decade, it
will become an Caloakanero.

Pokémon Inspired Weapons & Items


404
024B - Kanssarigama
Weapon (Kusarigama) – Uncommon (240 gp, requires
attunement)
This purple kusarigama has a set of gold eye-like orbs
embedded behind the blade. A gold collar separates the blade
head and the handle. A ring in the bottom of the handle
attaches to a purple rope, which has five gold balls on the
other end that get progressively smaller.
Attacks with the kusarigama's sickle do an additional 1
poison damage.
While attuned to this kusarigama: you have +1 to
Intimidation rolls; whenever you Intimidate a creature, that
creature becomes Paralyzed until the end of their next turn;
you have advantage on Perception checks that rely on smell;
and you gain a blindsight of 10 ft. with thermal vision.
Evolving: If this kusarigama remains in a grassy plain or
savanna area for a year, it will become a Kussarbokgama.

025B - Kussarbokgama
Weapon (Kusarigama) – Rare (2500 gp, requires attunement)
This purple +1 kusarigama has a black blade and black
markings on the blade head, with a red and yellow eye-like
marking at the top of the head. The handle is wrapped with
purple cloth with a purple rope coming out the bottom. At the
other end of the rope are five purple cylinders that get
progressively smaller.
Attacks with the kusarigama's sickle do an additional 1d4
poison damage, and targets have disadvantage to break free
of being grappled and restrained by the kusarigama's rope.
While attuned to this kusarigama: you have advantage to
Intimidation rolls; whenever you Intimidate a creature, that
creature becomes Paralyzed until the end of their next turn;
you have advantage on Perception checks that rely on smell;
you gain a blindsight of 15 ft. with thermal vision; you have
+1 on Stealth rolls in grassy terrain; and as a reaction you
can attempt to remove any status condition you have not
being physically induced (ie grappled, restrained). Roll 1d6,
and on a 5 or 6, you're cured of the condition as your skin
seems to shed a thin layer of magical energy that dissipates
into the air.

Pokémon Inspired Weapons & Items


405
054B - Entessen
Weapon (Tessen, Cursed) – Uncommon (254 gp, requires
attunement)
This yellow tessen has a leaf made of one large circular
piece, with black rectangular ribs adhered to one side. The
three center ribs extend a bit farther than the leaf. The
tessen's guards are cream colored with extended rounded
ends.
While attuned to this tessen: you have resistance to all
damage caused by weather, whether created by nature, spells
or other effects; and when in rain you gain 10 feet of
movement and swim speed.
Cursed. This tessen is cursed. While attuned to it, you are
vulnerable to psychic damage and have disadvantage on
History checks, as well as trouble recalling details in general.
Whenever you take psychic damage, the attacker must
make a DC 13 Intelligence save, on a fail taking 1d6 psychic
damage and being stunned until the end of their next turn.
The attacker will feel a great unbalance in your mind from
the attack, but will also know that the attack did more
damage than usual.
If you take more than 20 psychic damage in a minute, you
automatically unleash a powerful explosion of psychic energy
that affects everyone within 30 feet of you. All affected
creatures must make a DC 14 Intelligence save, on a fail
taking 5d6 psychic damage and being knocked unconscious
for 1 minute, or half of the rolled damage on a pass.
Afterwards, you fall unconscious for 1 minute.
Evolving: If this tessen remains on the Elemental Plane of
Water for a year, it will become an Entorsen.

055B - Entorsen
Weapon (Tessen) – Rare (2530 gp, requires attunement)
This blue +1 tessen is made up of 22 pointed slats,
including the guards. The slats are held together by a pin at
the rivet with a red orb on one end, and a cream-colored
ribbon that goes through and is adhered the other end of the
slats.
While attuned to this tessen: you have resistance to all
damage caused by weather, whether created by nature, spells
or other effects; you gain a swim speed equal to your walking
speed; have advantage on all Athletic checks made while
swimming; and when in rain you gain 15 feet of movement
and swim speed.
All fire damage done within 30 feet of this tessen is
reduced by half, and anyone within 30 feet of this tessen have
advantage on rolls to prevent heatstroke.

Pokémon Inspired Weapons & Items


406
F58 - Mask of the Ashen Skull
Wondrous (Mask, Cursed) – Very Rare (29,125 gp, requires attunement)
This bone mask is made from an animal skull. The skull is a Each phase of this curse requires its own Remove Curse
long, canid-like skull with sharp pronounced cheekbones and spell to reverse, needing 4 castings to reverse the curse from
two pointed spikes off the back. A set of curled horns have its final form.
been attached around the spikes to the skull cap, which has Synergy. This mask synergizes with the Talons of the
been painted black with charcoal. The nose has also been Firehawk (PIWI 372) and the Volcano Breach Armor (PIWI
painted black, with a large red stripe up the snout from the 394).
nose to the skull cap. The eyeholes have had pieces of bone While cursed by this and the Talons, the claws become
bleached white from the sun or burnt brown with fire longer and sharper, doing 1d10 slashing damage instead of
inserted into them to resemble eyes. 1d8, and some of the quills that developed from the Talons
While attuned to this mask: you gain the Toll the Dead turn into boney spikes, so that when others are grappling
cantrip (DC 17); you have advantage on Intimidation rolls; if with you or are restrained by or restraining someone, you can
you are magically put to sleep you will automatically wake up use a reaction to cast Bestow Curse. The mask also fuses
at the end of your next turn; and if you are hit by fire damage with the beak the talons make you grow.
you have advantage on your next attack. While cursed by this and the Armor, the boney protrusions
Cursed. This mask is cursed. While cursed, you cannot are harder and more protective, giving you an additional +1
remove the mask. AC. The mask also turns black and cracked like your skin.
After your first long rest cursed by the mask, you can feel While cursed by all three, in additional to the previous
boney growths start developing around your neck, spinal and synergies, you regain the ability to speak, although your voice
wrist bones. Anyone who touches these areas will feel is rough, primal and prone to unsettling people. You gain the
something is wrong, and a DC 14 Medicine check will reveal ability to speak, read and write Ignan, and will slip into it
that you have odd boney growths. occasionally. All three items have fused with you, and people
After your second long rest cursed by the mask, the will mistake you for a
boney growths will break through your skin as the monster.
growths continue down your ribs, clavicle, and around
your wrists, and you can feel boney growths
developing over your skull. You can also now
cast Bestow Curse (DC 17) at will.
After your third long rest cursed by the mask,
the mask has fused with your skull as the two
bones grow into each other. You can also cast
Bones of the Earth
(DC 17) once
between
long or
short
rests.

This item was created as a Tier


Reward for Patron Douglas Kisluk!
Thank you for your support!

Pokémon Inspired Weapons & Items


407
Quick Book References
Shorthand Book
AI Acquisitions Incorporated
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AGG Attack of the Giant Gingerbreads! Artwork for 001 to F55, 650 to 665 by:
BoB Bake-off Battle Rebusalpa
Writing and Art for 091B to F56, 666-F58 by:
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CvC Cupid vs Cubus Find my other works on Dungeon Master's Guild,
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EE Elemental Evil Document Version: 0.1.F58
GoS Ghosts of Saltmarsh
GGR Guildmaster’s Guide to Ravnica
GGV The Guardian of Goldhammer's Vault Special thanks to my
HDQ Hoard of the Dragon Queen
ITT The Investigation of Toecap's Tragedy
Patron Community, which
LMP Lost Mines of Phandelver you can join today!
MM Monster Manual Scouts of Plifortakune: Douglas Kisluk
Guards of Plifortakune: Joe, Michael Wilson, Carl
MToF Mordenkainen's Tome of Foes Cederholm, Levi Tanton, Gaming Otaku, Rehairgongr,
OGA One Grung Above Mikayla Fuemmeler, Jakob Strigoi, Ryan, Mack Mattack,
OotA Out of the Abyss
Clayton Haefs, Joseph Morise, Soma Vallien, Greg
Calderone, ValorNetwork, Carolina Guadalupe Gonzalez
PIWI Pokémon Inspired Weapons & Items Sanchez, Mason Callison, & Kody Heiser
PHB Player's Handbook Scribes of Plifortakune: Moosh
Commoners of Plifortakune: Derek Faldik, Brandon
PotA Princes of the Apocolypse Toppass, Kidkaboom1, Eric Massie, & Charles
RBR Runway Bloody Runway
RLW Eberron: Rising from the Last War
RoT Rage of Tiamat
RPH Return to the Puzzle House
SKT Storm King's Thunder
STDD Stranger Things Dungeons & Dragons
TCC The Cursed Courtesan
SCAG Sword Coast Adventure Guide
Tortle The Tortle Package
ToA Tomb of Annialation
Volo Volo's Guide to Monsters
WBD Walk the Blink Dog
WDH Waterdeep - Dragon Heist
WDMM Waterdeep - Dungeon of the Mad Mage
WGE Wayfinder's Guide to Eberron
WtP Welcome to Plifortakune
XGE Xanathar's Guide to Everything
Yawn Tales from the Yawning Portal

Quick Page Reference


New Weapons References
Associated
Type Name Cost Damage Weight Properties Proficiencies
Simple Melee Chakram 10 gp 1d6 slashing 1 lb. Light, Finesse, Dagger, Dart
Thrown (20/60)
Simple Melee Nunchaku 1 gp 1d6 bludgeoning 1 lb. Light, Finesse Club, Flail
Simple Melee Tessen 25 gp 1d4 slashing or 1 lb. Light, Finesse, Monks, Rogues,
1d6 bludgeoning Transform Charlatan, Spy,
and Entertainer
Simple Ranged Boomerang 10 gp 1d4 bludgeon 1 lb. Light, Finesse, Javelin, Club
Thrown (60/120),
Circle Round
Martial Melee Chain Axe 30 gp 1d8 slashing 8 lb. Heavy, Finesse, Flails, Hand Axes
Two-handed,
Concentrate, Reachx
Martial Melee Dual-Blade Sword 30 gp 1d8 slashing 6 lb. Two-handed, Greatclubs,
Concentrate Greatswords
Martial Melee Kusarigama 10 gp 1d4 slashing & 4 lb. Two-handed, Finesse, Sickles,
1d4 bludgeoning Reachx Meteor Hammers
Martial Melee Macuahuitl 15 gp 1d10 slashing 6 lb. Two-handed, Chips Longswords,
Greatswords
Martial Melee Meteor Hammer, 25 gp 1d10 bludgeoning 8 lb. Heavy, Finesse, Flails, Rope Darts
Single Head Two-handed,
Reachx, Concentrate
Martial Melee Meteor Hammer, 20 gp 1d8 bludgeoning 8 lb. Heavy, Finesse, Flails, Rope Darts
Double Head Two-handed,
Reachx, Concentrate
Martial Melee Rope Darts 10 gp 1d4 piercing 3 lb. Light, Finesse, Darts
Thrown (15/30), Recall
Martial Melee Scythes 20 gp 1d10 slashing 6 lb. Heavy, Two-Handed Halberd, Glaive,
Scimitar
Martial Melee Tonfa 1 gp 1d6 bludgeoning 2 lb. Light, Finesse Club
Martial Ranged Handcannons 250 gp 4d10 bludgeon 25 lb. Heavy, Two-Handed, Firearms,
Ammunition, Recoil, Siege Equipment
Reload (1 shot)
x Special conditions apply

New Weapon References


Wearable Simple Ranged Weapons
Brass Knuckles Boomerangs
Brass knuckles are weapons designed to fit around the Boomerangs are Simple Ranged Weapons, functioning as a
knuckles, often with a descending piece to fill the closed cross between a Javelin and a Club, and anyone proficient
palm of a fist. They preserve and concentrate the force of a with those weapons has proficiency with a Boomerang. A
punch into a smaller contact area with a harder material, thus common boomerang costs 10 gp, does 1d4 bludgeoning
doing more damage, while also reducing the potential damage, weights 1 lb., and has the light, finesse and thrown
damage to the attacker. (range 60/120) properties. Ranged attacks with the
You can not wear gloves while wearing brass knuckles, boomerang can ignore cover if the thrower has a clear
unless they are fingerless gloves, you have difficultly circular path between themselves and the target (ie if the
manipulating objects while wearing knuckles, and you can't target is hiding behind a pillar, but not around a corner).
effectively wield any other weapons. They can also target a secondary creature that is on the
way to or near their initial target, who must make a Dexterity
save against the thrower’s hit roll. On a fail they take half the
Simple Melee Weapons damage rolled, and on a success, they take no damage.
Chakram Regardless if the boomerang hits any of its targets, it
returns to the thrower’s hand. They have disadvantage under
Chakrams are Simple Melee Weapons, functioning as a cross water.
between a Dagger and a Dart, and anyone proficient with
those weapons has proficiency with a Chakram. A common
chakram is a flat metal hoop with a sharpened outside edge, Martial Melee Weapons
costs 10 gp, does 1d6 slashing, weights 1 lb., and has the Chain Axes
finesse, light, and thrown (range 20/60) properties. The
chakram must be recovered to be thrown again. Chain Axes are Martial Melee Weapons, functioning as a
They do not suffer any of the disadvantages of being used cross between a Flail and a Hand Axe, and anyone proficient
underwater. with those weapons has proficiency with a Chain Axe.
A common chain axe is a 10-foot chain with a broad axe
Nunchakus head on one end, and a small weight on the other end for
Nunchaku are Simple Melee Weapons, functioning as a cross balance. Using a meteor hammer requires a lot of
between a Club and a Flail, and anyone proficient with those concentration, and so you have disadvantage on
weapons has proficiency with a Nunchaku. A common Concentration saves while wielding a chain axe. Common
nunchaku is two handles of wood with a short chain holding chain axe cost 30 gp, do 1d8 slashing, weight 8 lb., and have
them together at one end. They cost 1 gp, do 1d6 the finesse, heavy, two-handed and reach properties, but you
bludgeoning, weight 1 lb., and have the finesse and light have disadvantage on the attack roll with reach.
properties. Dual-Blade Swords
Tessen Dual-Blades are a type of sword with two bladed ends. The
Tessen are folding fans made with thin sheets of steel or iron, shape of the blades can vary, even between the two ends.
and usually decorated to look like regular folding fans. They Common Dual-Blades are Martial Melee Weapons, cost 30
are often taken into situations where more obvious weapons gp, weight 6 lbs., do 1d8 slashing damage, and have the Two-
would not be allowed, as their sharpened outer edge can cut, handed property. Anyone proficient with Longswords or
or their folded mass can bludgeon. They can also be used Greatswords has proficiency with Dual-Blades.
defensively when opened. A single Dual-Blade can be wielded like you are fighting
Common Tessen are Simple Melee Weapons, cost 25 gp, with two weapons, per Two-Weapon Fighting on PHB 195,
weight 1 lb., and have the Light and Finesse properties. The but they require a lot of concentration, and so you have
Tessen can be opened and closed with a flick of the wrist as a disadvantage on Concentration saves while wielding a Dual-
bonus action. When closed, the Tessen does 1d6 bludgeoning Blade.
damage, and when open, it does 1d4 slashing damage and
gives +1 AC.
Artificer, Monks and Rogues have proficiency with Tessens,
as does anyone with the Charlatan, Spy, and Entertainer
backgrounds.

New Weapon References


Kusarigama Rope Darts
Kusarigama, also known as Chain Sickles, are Martial Melee Rope darts are a Martial Melee Weapon that have a steel dart,
Weapons, a combination of Sickles and Meteor Hammers, often serrated, affixed to the end of a weighted 30-foot rope or
and anyone proficient with those weapons has proficiency chain.
with a Kusarigama. They weight an average of 3 lbs, cost 10 gp, do 1d4
A common Kusarigama consists of a sickle with a 10-foot piercing damage, and have the Light, Finesse and Thrown
light chain connecting it to a small iron weight. They weight 4 (15/30) properties, with the benefit of being able to pull back
lbs, cost 10 gp, and have the Finesse, Two-Handed and Reach the Rope Dart to the wielder after an attack as a Bonus
properties, with the reach only applying to the chain portion. Action. Anyone proficient with Darts is also proficient with
The sickle does 1d4 Slashing damage, and the weighted Rope Darts.
end can be used to do 1d4 Bludgeoning damage with Reach,
and on a successful hit the target is Grappled and Restrained Scythes
by the chain. The chain can't be used to attack until the target Scythes are Martial Melee Weapons, functioning as a cross
is freed. The sickle and chain end can be both wielded like between a Halberd, a Glaive and a Scimitar, and anyone
you are fighting with two weapons, per Two-Weapon Fighting proficient with any of those weapons has proficiency with a
on PHB 195. Using a Kusarigama requires a lot of Scythe.
concentration, and so you have disadvantage on A common scythe costs 20 gp, does 1d10 slashing damage,
Concentration saves while wielding a Kusarigama. weights 6lb., and has the heavy and two-handed properties.
Scythes cannot be used with the Polearm Master feat.
Macuahuitl
Macuahuitl are a type of sword where small blades, usually Tonfa
stone pieces like obsidian, are held together by two pieces of Tonfa are Martial Melee Weapons that are clubs with a
wood. They are much more common in areas where metal perpendicular handle, so it functions as a more advance club,
working is rare, if non-existent. and anyone proficient with clubs has proficiency with tonfas.
Common Macuahuitl are Martial Melee Weapons, cost 15 A common tonfa is made of wood, 18 inches long, cost 1 gp,
gp, weight 6 lbs., do 1d10 slashing damage, and have the weight 2 lbs., does 1d6 bludgeoning damage, and has the
Two-handed property. Anyone proficient with Greatclubs or Light and Finesse properties.
Greatswords has proficiency with Macuahuitl.
Due to their piecemeal make, common Macuahuitl risk
breaking or loosing blades during combat. If you roll a 1 on Martial Ranged Weapons
an attack with a Macuahuitl, roll another d20. On a 1, the
common Macuahuitl gains -1 to its damage. Anyone Handcannons
proficient with Carpenter’s Tools or Mason’s Tools can spend Handcannons are Martial Ranged Weapons that are
an hour (such as over a short rest) repairing the Macuahuitl, miniature cannons that can be operated by hand. Anyone
which removes a -1 gained in this fashion. proficient with Firearms or Siege Equipment is proficient
with Handcannons. Handcannons fire 3-inch diameter cast
Meteor Hammers iron balls using gunpowder. The gunpowder and ball can be
Meteor Hammers are Martial Melee Weapons, functioning as loaded separately, or together in a paper wrapping.
a cross between a Flail and a Rope Dart, and anyone Common handcannons are made of iron and/or steel, look
proficient with those weapons has proficiency with a Meteor like a small cannon, and often have a sturdy leather strap to
Hammers. A common meteor hammer is a chain with a help carry and hold the hand cannon. They cost 250 gp,
weight, called heads, on one or both ends. Double Heads are weight 25 lbs., and have the heavy, two-handed, ammunition,
each the size of a fist, while Single Heads are the size of two and reload (1 shot) properties. When firing a handcannon,
fists put together. Using a meteor hammer requires a lot of you must resist recoil with a DC 10 Strength save or be
concentration, and so you have disadvantage on knocked prone.
Concentration saves while wielding a Meteor Hammer. Gunpowder Each shot needs a minimum of 4 pounds of
Single Headed gunpowder, which costs 50 gp, or 250 gp for a 20 lbs keg
The chain of single head meteor hammers is 20 feet long. (MToF 204).
Common single headed meteor hammers cost 25 gp, do Handcannon Ball Using a standard iron Handcannon Ball,
1d10 bludgeoning, weight 8 lb., and have the finesse, heavy, which have 3-inch diameters, weight 4 lbs, and cost 10 gp
two-handed and reach properties. You can also use the each, you can make a ranged attack at 300/1200 ft to hit one
meteor hammer to make an attack out to 20 feet, but you target, doing 4d10 bludgeoning damage.
have disadvantage on the attack roll past 10 feet. Improvised Ammo Using things like rocks changes the
Double Headed range to 150/600 and does 3d8 bludgeoning. Using
The chain of double headed meteor hammers is 10 feet gravel/pebbles, the range is 30/120 and does 2d6 piercing
long. Common double headed meteor hammers cost 20 gp, damage.
do 1d8 bludgeoning, weight 8 lb., and have the finesse, heavy,
two-handed, and reach properties. Double-headed meteor
hammers can be wielded like you are fighting with two
weapons, per Two-Weapon Fighting on PHB 195.

New Weapon References


Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
001 Bulbastaff Staff () Uncommon Yes 350 gp Page 002
002 Ivy Whip Weapon (Whip) Rare Yes 1500 gp Page 002
003 Venusword Weapon (Greatsword) Very Rare Yes 15,000 gp Page 002
004 Charmandagger Weapon (Dagger) Uncommon Yes 350 gp Page 003
005 Clawmeleon Wondrous (Claws) Rare Yes 1500 gp Page 003
006 Charizaber Weapon (Longsword) Very Rare Yes 15,000 gp Page 003
007 Squirtaff Staff () Uncommon Yes 350 gp Page 004
008 Warrowtle Weapon (Shortbow) Rare Yes 1500 gp Page 004
009 Slashtoise Weapon (Shortsword) Very Rare Yes 15,000 gp Page 004
010 Caterspike Weapon (Dagger) Common No 50 gp Page 005
011 Menapō Wondrous (Mask) Common No 75 gp Page 005
012 Butterod Rod () Uncommon Yes 1200 gp Page 005
013 Weedart Weapon (Rope Dart) Common No 25 gp Page 006
014 Kakutar Weapon (Dagger) Common No 50 gp Page 006
015 Halberdrill Weapon (Spear) Uncommon Yes 740 gp Page 006
016 Pugey Weapon (Dagger) Common No 50 gp Page 007
017 Pigeoiggi Wondrous (Fan) Uncommon Yes 230 gp Page 007
018 Pidjian Weapon (Longsword) Rare Yes 2700 gp Page 007
019 Rattaltal Weapon (Shortsword) Common No 100 gp Page 008
020 Raticleve Weapon (Glaive) Uncommon Yes 1000 gp Page 008
021 Spearrow Weapon (Arrow) Common No 5 gp Page 009
022 Fearbow Weapon (Shortbow) Uncommon Yes 500 gp Page 009
023 Ekahs Rod () Uncommon No 125 gp Page 010
024 Arbokut Weapon (Greatsword) Rare Yes 4750 gp Page 010
025 Pikague Weapon (Dagger) Rare Yes 750 gp Page 011
026 Raicha Weapon (Scimitar) Very Rare Yes 7500 gp Page 011
027 Sandshands Wondrous (Gloves) Uncommon Yes 200 gp Page 012
028 Sandslashers Wondrous (Claws) Rare Yes 1000 gp Page 012
029 Knidoran♀ Weapon (Dagger) Common No 50 gp Page 013
030 Knidorina Weapon (Shortsword) Uncommon Yes 500 gp Page 013
031 Knidoqueen Weapon (Greatsword) Rare Yes 5000 gp Page 013
032 Knidoran♂ Weapon (Dagger) Common No 50 gp Page 014
033 Knidorino Weapon (Shortsword) Uncommon Yes 500 gp Page 014
034 Knidoking Weapon (Greatsword) Rare Yes 5000 gp Page 014
035 Clefey Wand () Uncommon No 250 gp Page 015
036 Cannefable Staff () Rare Yes 2500 gp Page 015
037 Vulpin Weapon (Shortsword) Uncommon Yes 500 gp Page 016
038 Vulnuni Staff (Cursed) Rare Yes 2500 gp Page 016
039 Jigglyshush Wand () Uncommon Yes 650 gp Page 017
040 Wigglybuff Staff () Rare Yes 2000 gp Page 017
041 Zubollock Weapon (Dagger, Cursed) Common No 5 gp Page 018
042 Golbow Weapon (Longbow) Uncommon Yes 750 gp Page 018

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
043 Oddirk Weapon (Dagger) Common No 50 gp Page 019
044 Bloom Weapon (Rapier) Uncommon No 150 gp Page 019
045 Vilefume Staff () Rare Yes 1350 gp Page 019
046 Paracer Wondrous (Bracer) Uncommon Yes 550 gp Page 020
047 Spearasect Weapon (Spear) Rare Yes 2150 gp Page 020
048 Venoknat Weapon (Dagger) Uncommon No 250 gp Page 021
049 Venowroth Weapon (Javelin) Rare Yes 650 gp Page 021
050 Digthreat Weapon (Club) Common No 75 gp Page 022
051 Dugtrama Weapon (Maul) Rare Yes 1350 gp Page 022
052 Mewealth Weapon (Dagger) Uncommon Yes 1525 gp Page 023
053 Persuede Weapon (Shortsword) Rare Yes 2450 gp Page 023
054 Psycut Weapon (Glaive, Cursed) Uncommon Yes 345 gp Page 024
055 Golcut Weapon (Greatsword) Rare Yes 1550 gp Page 025
056 Mangry Staff () Uncommon Yes 560 gp Page 025
057 Primescrape Wondrous (Gloves) Rare Yes 1575 gp Page 025
058 Growladius Weapon (Shortsword) Uncommon Yes 855 gp Page 026
059 Arcaninaces Weapon (Greatsword) Rare Yes 1950 gp Page 026
060 Polisward Weapon (Shortsword) Common No 100 gp Page 027
061 Poliswirl Staff () Rare Yes 2160 gp Page 027
062 Polismash Wondrous (Gloves) Very Rare Yes 6235 gp Page 027
063 Stabya Weapon (Dagger) Uncommon No 630 gp Page 028
064 Kadabō Staff () Rare Yes 1640 gp Page 028
065 Alakazashi Weapon (Greatsword) Very Rare Yes 16,530 gp Page 028
066 Mychop Wondrous (Knuckledusters) Uncommon No 660 gp Page 029
067 Mychoke Weapon (Greatclub) Rare Yes 1760 gp Page 029
068 Mychamp Weapon (Twin Spears) Very Rare Yes 8650 gp Page 029
069 Bellbout Weapon (Rapier) Common No 90 gp Page 030
070 Ringinbell Staff () Uncommon Yes 1700 gp Page 030
071 Injurebel Wondrous (Claw) Rare Yes 2170 gp Page 030
072 Tentathrew Weapon (Javelin) Common No 75 gp Page 031
073 Tentarule Weapon (Lance) Uncommon No 730 gp Page 031
074 Geobrute Weapon (Warhammer) Uncommon Yes 740 gp Page 032
075 Gravattan Armor (Shield) Rare Yes 1750 gp Page 032
076 Gaulem Weapon (Maul) Very Rare Yes 7600 gp Page 032
077 Pofreta Weapon (Shortbow) Uncommon Yes 770 gp Page 033
078 Rapiflash Weapon (Longbow) Rare Yes 1870 gp Page 033
079 Shellpoke Weapon (Mace, Cursed) Uncommon Yes 350 gp Page 034
080 Shellfoe Weapon (Morningstar, Cursed) Rare Yes 700 gp Page 034
081 Magnebyte Weapon (Greatclub) Uncommon Yes 810 gp Page 035
082 Magnegun Weapon (Revolver) Rare Yes 4100 gp Page 035
083 Malfetch'd Weapon (Glaive) Rare Yes 1380 gp Page 036
084 Bōduo Staff () Uncommon Yes 180 gp Page 036
085 Bowdrio Weapon (Longbow) Rare Yes 1850 gp Page 036
086 Dewrod Rod () Uncommon Yes 860 gp Page 037
087 Dewlong Weapon (Pike) Rare Yes 1870 gp Page 037
Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
088 Grimi Weapon (Shortsword) Uncommon Yes 880 gp Page 038
089 Mukchuk Wondrous (Gloves) Rare Yes 1890 gp Page 038
090 Desheller Weapon (Mace) Uncommon Yes 900 gp Page 039
091 Crayster Weapon (Spear) Rare Yes 1910 gp Page 039
092 Slashly Weapon (Longsword) Uncommon Yes 920 gp Page 040
093 Hauntlers Wondrous (Gauntlets) Rare Yes 1930 gp Page 040
094 Kyōgengar Wondrous (Mask) Very Rare Yes 9400 gp Page 040
095 Onik Weapon (Greatsword) Rare Yes 1950 gp Page 041
096 Drowzer Weapon (Mace) Uncommon Yes 960 gp Page 041
097 Hypnodachi Weapon (Dagger) Rare Yes 1970 gp Page 041
098 Grabby Weapon (Mace) Uncommon Yes 980 gp Page 042
099 Klingler Weapon (Warhammer) Rare Yes 1990 gp Page 042
100 Boltorb Wondrous (Orb) Common No 100 gp Page 043
101 Elecsplode Weapon (Mace) Uncommon Yes 1010 gp Page 043
102 Tamawama Weapon (Mace) Uncommon Yes 210 gp Page 044
103 Exegcutor Weapon (Longsword) Rare Yes 1300 gp Page 044
104 Cutbone Weapon (Rapier) Uncommon Yes 410 gp Page 045
105 Marowack Staff () Rare Yes 1500 gp Page 045
106 Powamular Wondrous (Shoes) Rare Yes 1650 gp Page 046
107 Ebibrawler Wondrous (Gloves) Rare Yes 1650 gp Page 046
108 Whipitung Weapon (Whip) Rare Yes 1800 gp Page 046
109 Bopping Weapon (Mace) Uncommon Yes 910 gp Page 047
110 Matadogun Weapon (Hunting Rifle) Rare Yes 6100 gp Page 047
111 Diehorn Weapon (Greatsword) Uncommon Yes 210 gp Page 048
112 Rhybrawn Weapon (Pike) Rare Yes 1210 gp Page 048
113 Chanstaff Staff () Rare Yes 1310 gp Page 049
114 Tanglove Wondrous (Gloves) Rare Yes 1410 gp Page 049
115 Kangaskhanda Weapon (Greatsword) Rare Yes 1510 gp Page 049
116 Spraysea Weapon (Pistol) Uncommon Yes 610 gp Page 050
117 Seadravolver Weapon (Revolver) Rare Yes 7110 gp Page 050
118 Goldarrow Weapon (Arrow) Common No 18 gp Page 051
119 Poisstaff Staff () Uncommon Yes 191 gp Page 051
120 Starthrew Wondrous (Glove) Uncommon Yes 210 gp Page 052
121 Starmiao dao Weapon (Greatsword) Rare Yes 1210 gp Page 052
122 Mr. Marotte Rod (Cursed) Rare Yes 1220 gp Page 053
123 Inscyther Weapon (Scythe) Rare Yes 1320 gp Page 053
124 Rodela Rod () Rare Yes 1240 gp Page 054
125 Electana Weapon (Greatsword) Rare Yes 1520 gp Page 054
126 Magmaki Weapon (Greatsword) Rare Yes 1620 gp Page 054
127 Piksir Weapon (Pike) Rare Yes 2170 gp Page 055
128 Taurammer Weapon (Warhammer) Rare Yes 2180 gp Page 055
129 Magikrod Rod (Cursed) Common No 30 gp Page 056
130 Gyaradachi Weapon (Greatsword) Rare Yes 3100 gp Page 056
131 Lapraft Staff () Very Rare Yes 6310 gp Page 057
132 Metawand Wand () Very Rare Yes 6320 gp Page 057
Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
133 Devee Weapon (Dagger) Rare Yes 1330 gp Page 058
134 Vaporent Weapon (Trident) Very Rare Yes 6350 gp Page 058
135 Joltike Weapon (Pike) Very Rare Yes 6350 gp Page 058
136 Flarebōn Staff () Very Rare Yes 6350 gp Page 059
196 Espeand Wand () Very Rare Yes 6350 gp Page 059
197 Umbrekujō Staff () Very Rare Yes 6350 gp Page 059
470 Leafcea Weapon (Spear) Very Rare Yes 6350 gp Page 060
471 Glançeon Weapon (Pike) Very Rare Yes 6350 gp Page 060
700 Sylvijaya Weapon (Longbow) Very Rare Yes 6350 gp Page 060
137 Porygong Weapon (Mace) Very Rare Yes 7310 gp Page 061
138 Omacyte Weapon (Mace) Rare Yes 3810 gp Page 061
139 Omasward Weapon (Greatsword) Very Rare Yes 9310 gp Page 061
140 Kabuclaw Wondrous (Claws) Rare Yes 4010 gp Page 062
141 Kabushot Weapon (Heavy Crossbow) Very Rare Yes 9410 gp Page 062
142 Aerodactar Weapon (Scimitar) Very Rare Yes 7050 gp Page 063
143 Snorwack Weapon (Greatclub, Cursed) Very Rare Yes 8110 gp Page 063
144 Arpikuno Weapon (Pike) Legendary Yes 44,100 gp Page 064
145 Zapbos Weapon (Longbow) Legendary Yes 45,100 gp Page 065
146 Moltrestoc Weapon (Longsword) Legendary Yes 46,100 gp Page 066
147 Dagtini Weapon (Dagger) Rare Yes 4710 gp Page 067
148 Dragonarica Staff () Very Rare Yes 8410 gp Page 067
149 Dragonihonto Weapon (Longsword) Legendary Yes 49,100 gp Page 068
150 Mewtwodao Weapon (Greatsword) Legendary Yes 51,100 gp Page 069
151 Mewang Weapon (Dagger) Artifact Yes NA Page 070
??? MissingNaginata Weapon (Glaive, Cursed) Artifact Yes NA Page 071
??? Scythe of the Weapon (Scythe) Artifact Yes NA Page 072
Vengeful Mother
152 Chikoritang Weapon (Boomerang) Uncommon Yes 215 gp Page 073
153 Baylaive Weapon (Glaive) Rare Yes 1530 gp Page 073
154 Meganistaff Staff () Very Rare Yes 15,400 gp Page 073
155 Cyndaquilamp Wondrous (Lamp) Uncommon Yes 155 gp Page 074
156 Magmakram Weapon (Chakram) Rare Yes 1560 gp Page 074
157 Typhlance Weapon (Lance) Very Rare Yes 15,700 gp Page 074
158 Totodagger Weapon (Dagger) Uncommon Yes 185 gp Page 075
159 Croconaxe Weapon (Battleaxe) Rare Yes 1590 gp Page 075
160 Feraligaxe Weapon (Greataxe) Very Rare Yes 16,000 gp Page 075
161 Sentwak Weapon (Greatclub) Common Yes 16 gp Page 076
162 Furracet Wondrous (Bracer) Uncommon Yes 162 gp Page 076
163 Cutehoot Wondrous (Fan) Common No 15 gp Page 077
164 Noctbow Weapon (Longbow) Uncommon Yes 164 gp Page 077
165 Ledaga Weapon (Dagger, Cursed) Common Yes 16 gp Page 078
166 Rodian Rod () Uncommon Yes 166 gp Page 078
167 Spinadart Weapon (Blowgun) Common No 76 gp Page 079
168 Ariadosasu Wondrous (Bracer) Uncommon Yes 186 gp Page 079
169 Crobow Weapon (Longbow) Rare Yes 1690 gp Page 079

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
170 Chinchokutō Weapon (Shortsword) Uncommon Yes 170 gp Page 080
171 Lantaiaha Staff () Rare Yes 1710 gp Page 080
172 Pichuriken Weapon (Rope Darts) Uncommon Yes 127 gp Page 081
173 Cleffammer Weapon (Warhammer) Common No 37 gp Page 081
174 Igglyfluff Wand () Common Yes 74 gp Page 081
175 Togespike Weapon (Morningstar) Uncommon Yes 175 gp Page 082
176 Togetachic Weapon (Longsword) Rare Yes 1760 gp Page 082
177 Kunaitu Weapon (Daggers) Uncommon Yes 415 gp Page 083
178 Xatumi Weapon (Light Crossbow) Rare Yes 1780 gp Page 083
179 Marrod Rod () Uncommon Yes 260 gp Page 084
180 Staaffy Staff () Rare Yes 1800 gp Page 084
181 Ampearos Weapon (Spear) Very Rare Yes 8110 gp Page 084
182 Chakireihana Weapon (Chakram) Very Rare Yes 8210 gp Page 085
183 Maraill Weapon (Flail) Uncommon Yes 380 gp Page 085
184 Stazumarill Staff () Rare Yes 1840 gp Page 085
185 Sudochuku Weapon (Nunchaku, Cursed) Very Rare Yes 5810 gp Page 086
186 Politotokia Weapon (Greatclub) Very Rare Yes 6810 gp Page 086
187 Hopwhip Weapon (Whip) Common No 79 gp Page 087
188 Skipbloom Staff () Uncommon Yes 188 gp Page 087
189 Jumplume Wondrous (Fan) Rare Yes 1890 gp Page 087
190 Aipomace Weapon (Mace) Rare Yes 1900 gp Page 088
191 Sundirk Weapon (Dagger, Cursed) Uncommon Yes 191 gp Page 088
192 Sunflorattan Armor (Shield, Cursed) Rare Yes 1920 gp Page 088
193 Yanmitar Weapon (Scimitar) Rare Yes 1930 gp Page 089
194 Wanper Wand () Common No 94 gp Page 089
195 Quagshillelagh Weapon (Greatclub, Cursed) Uncommon Yes 195 gp Page 089
198 Sickrow Weapon (Sickle) Rare Yes 1980 gp Page 090
199 Yadentking Weapon (Trident) Rare Yes 1990 gp Page 090
200 Mosoreavus Weapon (Shortsword) Rare Yes 2000 gp Page 090
201 Unowndachi Weapon (Greatsword) Legendary Yes 51,200 gp Page 091
202 Wobbaton Weapon (Club) Rare Yes 2200 gp Page 092
203 Girafarod Rod () Rare Yes 2030 gp Page 092
204 Pineteor Weapon (Single Head Meteor Hammer) Rare Yes 2500 gp Page 093
205 Forretrexplode Weapon (Handcannon) Very Rare Yes 15,200 gp Page 093
206 Drillsparce Rod (Cursed) Rare Yes 2060 gp Page 094
207 Gligalor Weapon (Rapier) Rare Yes 2700 gp Page 094
208 Staxelix Weapon (Chain Axe) Very Rare Yes 8200 gp Page 094
209 Knuckull Wondrous (Brass knuckles, Cursed) Rare Yes 2900 gp Page 095
210 Granbollock Weapon (Dagger) Very Rare Yes 7100 gp Page 095
211 Qwilflail Weapon (Flail) Rare Yes 2110 gp Page 096
212 Scizord Weapon (Shortsword, Flail) Very Rare Yes 7210 gp Page 096
213 Sknuckle Wondrous (Glove, Cursed) Rare Yes 1320 gp Page 097
214 Herapikross Weapon (Pike) Rare Yes 2500 gp Page 097
215 Nyuclaws Wondrous (Claws) Rare Yes 2510 gp Page 097

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
216 Hamegumar Weapon (Warhammer) Rare Yes 2160 gp Page 098
217 Kumaring Wondrous (Ring) Very Rare Yes 6270 gp Page 098
218 Slugmarrow Weapon (Arrow) Rare Yes 1280 gp Page 099
219 Magcauldron Wondrous (Cauldron) Very Rare Yes 6920 gp Page 099
220 Swiglove Wondrous (Gloves) Uncommon Yes 220 gp Page 100
221 Pilospear Weapon (Spear) Rare Yes 1220 gp Page 100
222 Corsolance Weapon (Lance) Rare Yes 2220 gp Page 100
223 Archeraid Weapon (Shortbow, Cursed) Rare Yes 1250 gp Page 101
224 Octullet Weapon (Revolver) Very Rare Yes 19,220 gp Page 101
225 Cadoistaff Staff () Rare Yes 2250 gp Page 102
226 Mantaijijian Weapon (Twin Shortswords) Very Rare Yes 71,620 gp Page 102
227 Fanzaeron Wondrous (Fan) Very Rare Yes 17,220 gp Page 103
228 Houndao Weapon (Shortsword) Rare Yes 1820 gp Page 103
229 Démoloscythe Weapon (Scythe) Very Rare Yes 19,220 gp Page 103
230 Kingdrifle Weapon (Hunting Rifle) Very Rare Yes 18,200 gp Page 104
231 Phandpy Wand () Rare Yes 1320 gp Page 104
232 Donpike Weapon (Pike) Very Rare Yes 18,220 gp Page 104
233 Poryguntu Weapon (Laser Pistol) Very Rare Yes 18,320 gp Page 105
234 Staffler Staff () Very Rare Yes 7340 gp Page 105
235 Dobrush Wondrous (Paintbrush, Cursed) Very Rare Yes 7350 gp Page 106
236 Tyroguard Armor (Shoulder Guard) Uncommon No 236 gp Page 106
237 Kapikera Weapon (Pike) Rare Yes 1750 gp Page 106
238 Muchuglove Wondrous (Gloves) Uncommon Yes 185 gp Page 107
239 Elekiyoga Weapon (Club) Uncommon No 195 gp Page 107
240 Maglampy Wondrous (Lamp) Uncommon Yes 60 gp Page 107
241 Milstar Weapon (Morningstar) Very Rare Yes 7140 gp Page 108
242 Blisseyumi Weapon (Longbow) Very Rare Yes 7420 gp Page 108
243 Raikloves Wondrous (Gloves) Legendary Yes 50,400 gp Page 109
244 Enteint Weapon (Trident) Legendary Yes 51,400 gp Page 110
245 Syumicune Weapon (Longbow) Legendary Yes 52,400 gp Page 111
F01 Storm Bow Weapon (Longbow) Legendary Yes 51,400 gp Page 112
246 Yodrillas Wondrous (Drill) Rare No 2460 gp Page 113
247 Sanagirmask Wondrous (Mask) Very Rare Yes 7420 gp Page 113
248 Tybangitar Weapon (Greatclub) Legendary Yes 51,800 gp Page 114
249 Lungia Weapon (Longbow) Legendary Yes 59,100 gp Page 115
250 Shakuhō-Oh Staff () Legendary Yes 61,000 gp Page 116
251 Celebīto Wondrous (Instrument, Harp) Artifact Yes NA Page 117
252 Treeckand Wand () Uncommon Yes 155 gp Page 118
253 Grovyna Weapon (Longsword) Rare Yes 1560 gp Page 118
254 Sceptuitl Weapon (Macuahuitl) Very Rare Yes 15,700 gp Page 118
255 Torchiwa Wondrous (Fan) Uncommon Yes 175 gp Page 119
256 Comblocken Wondrous (Shinguards) Rare Yes 1580 gp Page 119
257 Blaziklaw Wondrous (Gloves) Very Rare Yes 15,900 gp Page 119

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
258 Mudkhopz Weapon (Handaxe) Uncommon Yes 195 gp Page 120
259 Marshchop Weapon (Battleaxe) Rare Yes 1600 gp Page 120
260 Swamphurt Weapon (Dual-blade sword) Very Rare Yes 16,100 gp Page 120
F02 The Blades of Weapon (Dual-blade sword) Legendary Yes 35,300 gp Page 121
Swamp and Stone
261 Punyena Weapon (Dagger) Common Yes 55 gp Page 122
262 Spaerna Weapon (Spear) Uncommon Yes 155 gp Page 122
263 Zigzagzuchi Weapon (Light hammer) Common Yes 65 gp Page 123
264 Linoobi Wondrous (Sash) Uncommon Yes 165 gp Page 123
265 Whumple Wondrous (Brass Knuckles) Common No 65 gp Page 124
266 Whilcoon Weapon (Whip) Uncommon Yes 140 gp Page 124
267 Beautiflyumi Weapon (Longbow) Rare Yes 1690 gp Page 124
268 Dagcoon Weapon (Dagger) Uncommon Yes 160 gp Page 125
269 Dustoxsen Weapon (Tessen) Rare Yes 1610 gp Page 125
F03 Spear of Spun Silk Weapon (Spear) Uncommon Yes 150 gp Page 125
270 Rotad Rod () Common Yes 72 gp Page 126
271 Glombre Wondrous (Glove) Uncommon Yes 280 gp Page 126
272 Ludichokutō Weapon (Shortsword) Rare Yes 2720 gp Page 126
273 Painipiot Weapon (Flail) Common Yes 75 gp Page 127
274 Konohachiwara Weapon (Dagger) Uncommon Yes 275 gp Page 127
275 Staftry Staff () Rare Yes 2750 gp Page 127
276 Subamerang Weapon (Boomerang) Uncommon Yes 265 gp Page 128
277 Swellbow Weapon (Longbow) Rare Yes 1780 gp Page 128
278 Camomerang Weapon (Boomerang) Uncommon Yes 275 gp Page 129
279 Pelippurabu Weapon (Greatclub) Rare Yes 1800 gp Page 129
280 Taralts Wand () Uncommon Yes 280 gp Page 130
281 Kirlichemarde Weapon (Rapier) Rare Yes 1820 gp Page 130
282 Gardarvölr Staff () Very Rare Yes 18,300 gp Page 130
283 Ametaff Staff () Uncommon Yes 275 gp Page 131
284 Amemorbs Wondrous (Orbs) Rare Yes 1800 gp Page 131
285 Shroobash Weapon (Club) Uncommon Yes 285 gp Page 132
286 Chapigtonfa Weapon (Tonfa) Rare Yes 1960 gp Page 132
287 Slakloth Wondrous (Sash, Cursed) Uncommon Yes 280 gp Page 133
288 Vigorough Wondrous (Gloves, Cursed) Rare Yes 1890 gp Page 133
289 Slugking Weapon (Greatclub, Cursed) Very Rare Yes 19,900 gp Page 133
290 Nincadart Weapon (Dart) Uncommon No 29 gp Page 134
291 Ninjachi Weapon (Shortsword) Rare Yes 1920 gp Page 134
292 Scydinja Weapon (Scythe) Very Rare Yes 29,200 gp Page 134
293 Whispurone Wand () Uncommon No 390 gp Page 135
294 Bamboumjo Wondrous (Instrument, Banjo) Rare Yes 2490 gp Page 135
295 Brouhorm Wondrous (Instrument, Horn) Very Rare Yes 15,910 gp Page 135
296 Makuhitem Wondrous (Gloves) Uncommon Yes 295 gp Page 136
297 Handiyama Wondrous (Gloves) Rare Yes 1980 gp Page 136
298 Azuraill Weapon (Flail) Common No 30 gp Page 137
299 Nosepike Weapon (Pike) Uncommon Yes 299 gp Page 137

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
300 Faneco Wondrous (Fan) Common No 30 gp Page 138
301 Delstaffy Staff () Uncommon Yes 310 gp Page 138
302 Sablelet Wondrous (Bracelet) Very Rare Yes 12,300 gp Page 139
303 Mawitar Weapon (Scimitar) Very Rare Yes 13,300 gp Page 139
304 Aronmah Weapon (Single Head Meteor Hammer) Uncommon Yes 340 gp Page 140
305 Laxeron Weapon (Battleaxe) Rare Yes 1530 gp Page 140
306 Stohlance Weapon (Lance) Very Rare Yes 16,300 gp Page 140
307 Medititaff Staff () Uncommon Yes 370 gp Page 141
308 Medichakujō Staff () Rare Yes 1830 gp Page 141
309 Rakurb Wondrous (Orb) Uncommon No 120 gp Page 142
310 Mameluktric Weapon (Dual-Blade sword) Rare Yes 1850 gp Page 142
311 Pluslao Weapon (Shortsword) Uncommon No 163 gp Page 143
312 Minuntot Weapon (Shortsword) Uncommon No 163 gp Page 143
F04 Current Trident Weapon (Trident) Rare Yes 1326 gp Page 143
313 Volbele Weapon (Shortsword) Uncommon No 133 gp Page 144
314 Illumace Weapon (Mace) Uncommon No 143 gp Page 144
315 Bozélia Weapon (Shortbow) Uncommon Yes 315 gp Page 144
316 Glorbti Wondrous (Orb) Uncommon No 120 gp Page 145
317 Maruhorn Weapon (Instrument, Horn) Rare Yes 1730 gp Page 145
318 Carvanhachiwara Weapon (Dual-Blade Sword) Uncommon Yes 381 gp Page 146
319 Sharpedao Weapon (Shortsword, Dagger, Battleaxe) Rare Yes 1930 gp Page 146
320 Hoeruklub Weapon (Greatclub) Uncommon Yes 230 gp Page 147
321 Taihōrd Weapon (Handcannon) Rare Yes 3210 gp Page 147
322 Cawasub Staff () Uncommon Yes 340 gp Page 148
323 Caméruption Staff () Rare Yes 2330 gp Page 148
324 Torchkoal Wondrous (Flamethrower) Rare Yes 3240 gp Page 148
325 Spoiwk Weapon (Whip) Uncommon Yes 235 gp Page 149
326 Chagrampig Weapon (Chakram) Rare Yes 2360 gp Page 149
327 Pandrill Wondrous (Drill) Uncommon Yes 237 gp Page 149
328 Kraknack Weapon (Mace) Uncommon Yes 265 gp Page 150
329 Vibowave Weapon (Longbow) Rare Yes 2390 gp Page 150
330 Liberdra Weapon (Halberd) Very Rare Yes 13,300 gp Page 150
331 Cacneaxe Weapon (Battleaxe) Uncommon Yes 340 gp Page 151
332 Cacthe Weapon (Scythe) Rare Yes 3500 gp Page 151
333 Swarblu Weapon (Arrow) Uncommon No 360 gp Page 152
334 Tyltalance Weapon (Lance) Very Rare Yes 13,700 gp Page 152
335 Zangoosica Weapon (Dual Daggers) Very Rare Yes 13,350 gp Page 153
336 Habuvu Weapon (Dual Daggers) Very Rare Yes 13,360 gp Page 153
337 Lunataff Staff () Rare Yes 3370 gp Page 154
338 Solkram Weapon (Chakram) Rare Yes 3380 gp Page 154
F05 Staff of the Staff () Very Rare Yes 16,650 gp Page 155
Sun and Moon
339 Barboachiwara Weapon (Dagger) Uncommon Yes 390 gp Page 156
340 Wahaikash Weapon (Greatclub) Rare Yes 1430 gp Page 156

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
341 Katarphish Weapon (Dagger) Uncommon Yes 340 gp Page 157
342 Crondaunt Weapon (Handcannon) Rare Yes 3420 gp Page 157
343 Balilao Weapon (Shortsword) Uncommon Yes 340 gp Page 158
344 Lepumentaff Staff () Rare Yes 1380 gp Page 158
345 Whileep Weapon (Whip) Rare Yes 1345 gp Page 159
346 Cerdily Weapon (Halberd) Very Rare Yes 14,630 gp Page 159
347 Anoriwa Wondrous (Fan) Rare Yes 1347 gp Page 160
348 Armaldythe Weapon (Scythe) Very Rare Yes 14,830 gp Page 160
349 Fanbas Wondrous (Fan, Cursed) Rare Yes 1331 gp Page 161
350 Milokross Weapon (Longsword) Very Rare Yes 15,350 gp Page 161
351 Météowand Wand () Very Rare Yes 16,350 gp Page 162
352 Keclove Wondrous (Glove) Very Rare Yes 23,500 gp Page 163
353 Stappet Staff () Rare Yes 2450 gp Page 163
354 Juppetana Weapon (Longsword) Very Rare Yes 13,450 gp Page 163
355 Skeléknox Wondrous (Glove) Rare Yes 1355 gp Page 164
356 Duscimilops Weapon (Scimitar) Very Rare Yes 15,630 gp Page 164
357 Tropowus Weapon (Longbow, Cursed) Rare Yes 1735 gp Page 165
358 Chiméoko Staff () Very Rare Yes 13,850 gp Page 165
359 Abscythe Weapon (Scythe) Very Rare Yes 13,950 gp Page 166
360 Issomerang Weapon (Boomerang) Uncommon Yes 360 gp Page 166
361 Spearunt Weapon (Spear) Rare Yes 3610 gp Page 167
362 Firnonstar Weapon (Morningstar) Very Rare Yes 16,320 gp Page 167
363 Spheaxe Weapon (Battleaxe) Uncommon Yes 363 gp Page 168
364 Tobowgler Weapon (Shortbow) Rare Yes 3460 gp Page 168
365 Walraisaxe Weapon (Greataxe) Very Rare Yes 13,650 gp Page 168
366 Clampeurise Armor (Shield) Rare Yes 3660 gp Page 169
367 Huntaive Weapon (Glaive) Very Rare Yes 13,670 gp Page 169
368 Goraflyss Weapon (Rapier) Very Rare Yes 13,860 gp Page 169
369 Religunth Weapon (Pistol) Very Rare Yes 19,630 gp Page 170
370 Luvdiva Weapon (Shortbow) Uncommon Yes 370 gp Page 170
371 Bangon Wondrous (Gloves) Rare Yes 7130 gp Page 171
372 Draxehaus Weapon (Greataxe) Very Rare Yes 17,500 gp Page 171
373 Salexance Weapon (Lance, Greataxe) Legendary Yes 37,300 gp Page 172
374 Belmace Weapon (Mace) Rare Yes 7430 gp Page 173
375 Metwange Weapon (Warhammer, Flail) Very Rare Yes 17,350 gp Page 173
376 Mateugross Weapon (Dual Longswords, Legendary Yes 37,600 gp Page 174
Body Harness)
377 Wreckirock Weapon (Greatclub) Legendary Yes 77,300 gp Page 175
378 Regalice Weapon (Morningstar) Legendary Yes 78,300 gp Page 176
379 Edgysteel Weapon (Greatsword) Legendary Yes 79,300 gp Page 177
380 Fleuratias Weapon (Rapier) Legendary Yes 83,500 gp Page 178
381 Latgeios Weapon (Pike) Legendary Yes 83,500 gp Page 179
382 Kyogrent Weapon (Trident) Legendary Yes 85,500 gp Page 180
383 Grouswordon Weapon (Greastsword) Legendary Yes 85,500 gp Page 181
F06 The Sword of Weapon (Greastsword) Artifact Yes NA Page 182
Sea and Earth
Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
384 Rayquazance Weapon (Lance) Legendary Yes 87,000 gp Page 183
385 Jirashikujō Staff () Artifact Yes NA Page 184
F07 Staff of the Staff () Artifact Yes NA Page 185
Cosmos
386 Denaxyshift Weapon (Dual-Blade Sword, Artifact Yes NA Page 186
Rapier, Shield, Duel Daggers)
387 Naxetle Weapon (Handaxe) Uncommon Yes 180 gp Page 187
388 Grotletto Weapon (Dual Daggers) Rare Yes 1460 gp Page 187
389 Torterraul Weapon (Maul) Very Rare Yes 18,390 gp Page 187
390 Chimchajra Weapon (Dual Clubs) Uncommon Yes 192 gp Page 188
391 Monfacón Weapon (Dual Daggers) Rare Yes 1390 gp Page 188
392 Jinferuyi Staff () Very Rare Yes 19,320 gp Page 188
393 Pipyalup Weapon (Dagger) Uncommon Yes 195 gp Page 189
394 Prinutiplup Weapon (Dual-Blade Sword) Rare Yes 1393 gp Page 189
395 Tridempoleon Weapon (Trident) Very Rare Yes 19,250 gp Page 189
F08 The Staff of the Jungle Staff () Very Rare Yes 46,050 gp Page 190
F09 The Striking Wave Weapon (Halberd) Very Rare Yes 19,593 gp Page 191
F10 The Seaweed Trident Weapon (Trident) Very Rare Yes 20,810 gp Page 192
396 Starletto Weapon (Dagger) Common Yes 99 gp Page 193
397 Sturabuvia Weapon (Greatclub) Uncommon Yes 379 gp Page 193
398 Staraptachi Weapon (Dual Shortswords) Rare Yes 1983 gp Page 193
399 Biboff Wondrous (Brass Knuckle, Cursed) Common Yes 39 gp Page 194
400 Beadarudge Weapon (Greatclub, Cursed) Uncommon Yes 400 gp Page 194
401 Korobashi Weapon (Club) Common Yes 41 gp Page 195
402 Kusaricketune Weapon (Kusarigama) Uncommon Yes 420 gp Page 195
403 Sheiwax Weapon (Club) Uncommon Yes 430 gp Page 196
404 Katuxio Weapon (Dagger) Rare Yes 1440 gp Page 196
405 Vouluxray Weapon (Glaive) Very Rare Yes 15,400 gp Page 196
F11 The Lighting Strike Glaive Weapon (Glaive) Very Rare Yes 17,250 gp Page 197
406 Knospaff Staff () Uncommon No 64 gp Page 198
407 Rozurestoc Weapon (Longsword) Rare Yes 1740 gp Page 198
F12 The Sword of Burning Weapon (Longsword) Very Rare Yes 21,060 gp Page 199
Passion
408 Koknodonk Weapon (Flail, Cursed) Rare Yes 1480 gp Page 200
409 Rampance Weapon (Lance, Cursed) Very Rare Yes 14,900 gp Page 200
410 Maceclier Weapon (Mace) Rare Yes 1400 gp Page 201
411 Blastiodon Weapon (Handcannon) Very Rare Yes 25,000 gp Page 201
412 Burmino Weapon (Shortsword, Handaxe, Uncommon Yes 142 gp Page 202
Mace)
413 Wormino Weapon (Greatsword, Glaive, Staff) Rare Yes 1340 gp Page 202
414 Gamino Weapon (Longbow) Rare Yes 1440 gp Page 202
415 Combang Weapon (Pistol, Cursed) Uncommon Yes 415 gp Page 203
416 Apireifle Weapon (Rifle, Automatic) Very Rare Yes 46,100 gp Page 203
417 Pachiristar Weapon (Morningstar) Uncommon Yes 165 gp Page 204
418 Bamelinun Weapon (Nunchaku) Uncommon Yes 184 gp Page 204
419 Bojepick Weapon (War Pick) Rare Yes 1490 gp Page 204
Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
420 Cheriberri Wand () Uncommon Yes 240 gp Page 205
421 Cherifan Wondrous (Fan) Rare Yes 1420 gp Page 205
422 Shellono Weapon (Handaxe) Uncommon Yes 440 gp Page 206
423 Gastrodachi Weapon (Longsword) Rare Yes 2340 gp Page 206
424 Amsaipom Weapon (Dual Daggers) Very Rare Yes 24,200 gp Page 206
425 Driflute Wondrous (Instrument, Flute) Rare Yes 2450 gp Page 207
426 Drifbunoich Staff () Very Rare Yes 14,260 gp Page 207
427 Lavoreille Wondrous (Gloves, Cursed) Rare Yes 2470 gp Page 208
428 Shimilop Wondrous (Shinguards, Cursed) Very Rare Yes 12,480 gp Page 208
429 Mismagickle Weapon (Sickle) Very Rare Yes 12,940 gp Page 209
430 Honchkatana Weapon (Longsword) Very Rare Yes 14,300 gp Page 209
F13 Glaive of the Fairy Boss Weapon (Glaive) Very Rare Yes 30,650 gp Page 210
431 Glameowhip Weapon (Whip) Uncommon Yes 125 gp Page 211
432 Chaffraxe Weapon (Greataxe) Rare Yes 2340 gp Page 211
433 Lisyand Wand () Rare Yes 3340 gp Page 211
434 Stunklub Weapon (Club) Uncommon Yes 425 gp Page 212
435 Sklubtank Weapon (Greatclub) Rare Yes 1435 gp Page 212
436 Bronzorror Staff () Uncommon Yes 445 gp Page 213
437 Bronzongong Weapon (Handcannon) Rare Yes 3740 gp Page 213
438 Maczaï Weapon (Mace, Cursed) Rare Yes 1780 gp Page 214
439 Jr. Marotte Weapon (Shortbow, Cursed) Uncommon Yes 349 gp Page 214
440 Happinstaff Staff () Uncommon Yes 440 gp Page 214
441 Chartop Wondrous (Instrument, Harp) Rare Yes 4140 gp Page 215
442 Mikamaruge Weapon (Sickle) Very Rare Yes 14,420 gp Page 215
443 Gaublet Wondrous (Gauntlets) Rare Yes 3440 gp Page 216
444 Knaxesel Weapon (Dual Handaxes) Very Rare Yes 24,440 gp Page 216
445 Caxeacrok Weapon (Greataxe) Legendary Yes 54,400 gp Page 217
446 Machlax Weapon (Mace, Cursed) Rare Yes 1400 gp Page 218
447 Varjolu Weapon (Dual Clubs) Rare Yes 1735 gp Page 218
448 Mamelukario Weapon (Longsword) Very Rare Yes 14,840 gp Page 218
449 Hornpopotas Wondrous (Instrument, Horn) Uncommon No 449 gp Page 219
450 Kablamdon Weapon (Greatclub) Rare No 4500 gp Page 219
451 Skilorupi Weapon (Dagger) Uncommon No 145 gp Page 220
452 Draxepion Weapon (Greatclub) Rare Yes 2450 gp Page 220
453 Clagunk Wondrous (Gloves) Uncommon No 345 gp Page 221
454 Toxiphoak Weapon (Rapier) Rare Yes 1850 gp Page 221
455 Venuspatha Weapon (Longsword) Uncommon Yes 545 gp Page 221
456 Finnageon Weapon (Rope Dart) Uncommon Yes 465 gp Page 222
457 Javéolant Weapon (Javelin) Rare Yes 1475 gp Page 222
458 Merangtyke Weapon (Boomerang) Rare Yes 1845 gp Page 222
459 Blizzace Weapon (Mace) Uncommon Yes 495 gp Page 223
460 Blizzammer Weapon (Warhammer) Rare Yes 1640 gp Page 223
461 Weagile Weapon (Glaive) Very Rare Yes 14,600 gp Page 224
462 Magannoze Weapon (Handcannon) Very Rare Yes 26,400 gp Page 224
463 Lickiwhicky Staff () Very Rare Yes 16,430 gp Page 225
Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
464 Rhycanior Weapon (Handcannon) Very Rare Yes 24,800 gp Page 225
465 Tangladius Weapon (Shortsword, Whip) Very Rare Yes 15,640 gp Page 226
466 Electivaal Weapon (Greatsword) Very Rare Yes 16,460 gp Page 226
467 Magmorant Wondrous (Mortar) Very Rare Yes 17,640 gp Page 227
468 Togebliss Weapon (Longbow) Very Rare Yes 16,840 gp Page 227
469 Yanmegitar Weapon (Scimitar) Very Rare Yes 14,690 gp Page 228
472 Gliscythe Weapon (Scythe) Very Rare Yes 14,720 gp Page 228
473 Mamoshamshir Weapon (Dual Shortswords) Very Rare Yes 17,700 gp Page 229
474 PoryZord Weapon (Longsword) Very Rare Yes 17,440 gp Page 229
475 Galladius Weapon (Longsword) Very Rare Yes 14,750 gp Page 230
476 Probobash Weapon (Maul) Very Rare Yes 14,670 gp Page 230
477 Zwirrfurst Weapon (Light Crossbow) Very Rare Yes 17,470 gp Page 231
478 Froslaive Weapon (Glaive) Very Rare Yes 18,740 gp Page 231
479 Rotakoba Weapon (Shortsword) Very Rare Yes 19,740 gp Page 232
479A Rotomow Weapon (Sickle) Very Rare Yes 19,740 gp Page 232
479B Roheatom Weapon (Longbow) Very Rare Yes 19,740 gp Page 233
479C Rotowash Weapon (Handcannon) Very Rare Yes 19,740 gp Page 233
479D Rotan Weapon (Dual-Blade Sword) Very Rare Yes 19,740 gp Page 234
479E Frostom Weapon (Maul) Very Rare Yes 19,740 gp Page 234
480 Uxace Weapon (Mace) Legendary Yes 84,333 gp Page 235
481 Mespritaff Staff () Legendary Yes 84,333 gp Page 236
482 Azeld Weapon (Shortsword) Legendary Yes 84,333 gp Page 237
483 Dialgalok Weapon (Greatsword) Legendary Yes 87,500 gp Page 238
484 Palkaive Weapon (Glaive) Legendary Yes 87,500 gp Page 239
485 Heatraul Weapon (Maul) Legendary Yes 58,400 gp Page 240
486 Regigillas Weapon (Greatclub) Legendary Yes 84,600 gp Page 241
487 Gillatina Weapon (Scythe) Legendary Yes 87,400 gp Page 242
488 Cresseliarc Weapon (Longbow) Artifact Yes NA Page 243
--- Moon Feather Wondrous (Feather) Very Rare Yes 18,480 gp Page 243
489 Phirode Rod (Cursed) Legendary Yes 88,400 gp Page 244
490 Manapeshy Weapon (Dagger) Artifact Yes NA Page 245
491 Darkrithe Weapon (Scythe) Artifact Yes NA Page 246
492 Shaymiao Weapon (Dual Shortswords, Artifact Yes NA Page 247
Shield)
493 Arcedius Weapon (Greatsword) Artifact Yes NA Page 248
F14 Sword of Beginnings and Ends Weapon (Greatsword, Cursed) Artifact Yes NA Page 249
487O Girapikna Weapon (Pike) Legendary Yes 87,400 gp Page 250
F15 Halberd of Space-Time Weapon (Halberd) Artifact Yes NA Page 251
Distortion
494 Victachi Weapon (Longsword) Artifact Yes NA Page 252
F16 Sword of the Undead Dragon Weapon (Longsword) Very Rare Yes 34,400 gp Page 253
F17 Halberd of the Bad Clam Weapon (Halberd) Rare Yes 1820 gp Page 254
F18 Rapier of the Lost Soul Weapon (Rapier) Very Rare Yes 19,810 gp Page 255
F19 Sword of the Mindstorm Weapon (Longsword) Very Rare Yes 28,050 gp Page 256
F20 Sword of the Triumvirate Weapon (Dual-Blade Sword) Very Rare Yes 48,050 gp Page 257
Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
F21 Staff of the Pink Flowers Staff () Very Rare Yes 30,400 gp Page 258
F22 Sword of Twisted Thunder Weapon (Shortsword) Very Rare Yes 29,890 gp Page 259
F23 Axe of Chained Magma Weapon (Chain Axe) Very Rare Yes 29,870 gp Page 260
F24 Geyser Rifle Weapon (Hunting Rifle) Very Rare Yes 33,900 gp Page 261
F25 Swords of Shadow Fire Weapon (Dual Shortswords) Very Rare Yes 32,700 gp Page 262
F26 Staff of Mental Shadows Staff () Very Rare Yes 32,700 gp Page 263
F27 Spear of Burning Sludge Weapon (Spear) Rare Yes 3160 gp Page 264
F28 Sword of Cold Logic Weapon (Greatsword) Legendary Yes 68,310 gp Page 265
F29 Trident of Accursed Fire Weapon (Trident, Cursed) Very Rare Yes 31,720 gp Page 266
F30 Lighting Strike Trident Weapon (Trident) Legendary Yes 66,750 gp Page 267
F31 Greatsword of Volcanic Fire Weapon (Greatsword) Legendary Yes 63,350 gp Page 268
F32 Fire Plume Spear Weapon (Spear) Artifact Yes NA Page 269
F33 Fire Feather Longbow Weapon (Longbow) Very Rare Yes 28,130 gp Page 270
F34 Shocking Water Shortbow Weapon (Shortbow) Rare Yes 2435 gp Page 271
F35 Fire Starter Longsword Weapon (Longsword) Legendary Yes 76,600 gp Page 272
F36 Greatsword of the Fiery Weapon (Greatsword) Very Rare Yes 27,850 gp Page 273
Guardians
F37 Soul Sand Scythe Weapon (Scythe) Legendary Yes 52,500 gp Page 274
F38 Bird in Hand Longsword Weapon (Longsword) Very Rare Yes 24,480 gp Page 275
F39 Greatsword of Raging Disaster Weapon (Greatsword) Very Rare Yes 27,050 gp Page 276
F40 Staff of the Sky Dragons Staff () Very Rare Yes 32,110 gp Page 277
F41 Dark Desert Duo Weapon (Morningstar, Shield) Legendary Yes 65,300 gp Page 278
F42 Longbow of Dark Grace Weapon (Longbow) Very Rare Yes 26,460 gp Page 279
F43 Staff of Mind and Heart Staff () Very Rare Yes 44,830 gp Page 280
F44 Sword of the Dark Dogs Weapon (Dual-Blade Sword) Very Rare Yes 43,345 gp Page 281
F45 Swiftfire Weapon (Greatsword, Very Rare Yes 49,520 gp Page 282
Longbow)
F46 Spear of Icy Ivy Weapon (Spear) Very Rare Yes 17,670 gp Page 283
F47 Claw and Naw Cannon Weapon (Handcannon) Rare Yes 6010 gp Page 284
F48 Swamp Metal Battleaxe Weapon (Battleaxe) Very Rare Yes 17,545 gp Page 285
F49 Dark Thorn Scythe Weapon (Scythe) Very Rare Yes 16,250 gp Page 286
F50 Steel Foundry Sword Weapon (Longsword) Very Rare Yes 17,530 gp Page 287
F51 Lance of Strengthened Steel Weapon (Lance) Legendary Yes 65,930 gp Page 288
F52 Halberd of Glacial Leaves Weapon (Halberd) Very Rare Yes 32,700 gp Page 289
F53 Staff of the Loving Leaves Staff () Very Rare Yes 34,650 gp Page 290
495 Sknivy Weapon (Dual Daggers) Uncommon Yes 190 gp Page 291
496 Seaxvine Weapon (Dual-Blade Sword) Rare Yes 1490 gp Page 291
497 Seaxperior Weapon (Longsword) Very Rare Yes 19,470 gp Page 291
498 Pokabash Weapon (Club) Uncommon Yes 198 gp Page 292
499 Chaobash Weapon (Mace) Rare Yes 1499 gp Page 292
500 Emboandao Weapon (Glaive) Very Rare Yes 15,500 gp Page 292
501 Mijudart Weapon (Rope Dart) Uncommon Yes 159 gp Page 293
502 Dagwott Weapon (Dual Daggers) Rare Yes 1952 gp Page 293
503 Samurottachi Weapon (Longsword, Very Rare Yes 23,000 gp Page 293
Hunting Rifle)

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
504 Katarat Weapon (Dagger) Common No 54 gp Page 294
505 Watchalberd Weapon (Halberd) Uncommon Yes 550 gp Page 294
506 Umbrellipup Wonderous (Umbrella) Common No 65 gp Page 295
507 Terribow Weapon (Longbow) Uncommon Yes 175 gp Page 295
508 Maxetouffe Weapon (Greataxe) Rare Yes 1580 gp Page 295
509 Purrapier Weapon (Rapier) Common Yes 95 gp Page 296
510 Lieparted Weapon (Scythe) Uncommon Yes 510 gp Page 296
511 Macesage Weapon (Mace) Uncommon No 151 gp Page 297
512 Yanakut Weapon (Dual-Blade Sword) Rare Yes 1250 gp Page 297
513 Axesear Weapon (Handaxe) Uncommon No 153 gp Page 298
514 Trimisear Weapon (Trident) Rare No 1450 gp Page 298
515 Macepour Weapon (Mace) Uncommon Yes 155 gp Page 299
516 Tessenpour Weapon (Tessen) Rare Yes 1650 gp Page 299
517 Munnaor Weapon (Single Head Meteor Hammer) Uncommon Yes 175 gp Page 300
Hammer
518 Musharnaff Staff () Rare Yes 1850 gp Page 300
519 Scidove Weapon (Scimitar, Cursed) Common No 95 gp Page 301
520 Katranquill Weapon (Dual Daggers) Uncommon Yes 250 gp Page 301
521 Unfezatana Weapon (Longsword) Rare Yes 1520 gp Page 301
522 Blitzboots Wondrous (Shoes) Uncommon No 225 gp Page 302
523 Zebstrikut Weapon (Dual-Blade Sword) Rare Yes 2350 gp Page 302
524 Hammerogg Weapon (Warhammer) Uncommon Yes 245 gp Page 303
525 Gaxetle Weapon (Heavy Crossbow, Greataxe) Rare Yes 2550 gp Page 303
526 Gigaglaith Weapon (Glaive) Very Rare Yes 12,650 gp Page 303
527 Chovsickles Weapon (Dual Sickles, Chakram, Cursed) Uncommon Yes 275 gp Page 304
528 Swooberd Weapon (Halberd, Cursed) Rare Yes 2850 gp Page 304
529 Mogurill Wondrous (Drill) Uncommon No 295 gp Page 305
530 Exclawdrill Weapon (Claw, Shortsword, Shield, Drill) Rare Yes 3500 gp Page 305
531 Stafbunne Staff (Cursed) Uncommon Yes 315 gp Page 305
532 Cluburr Weapon (Club) Uncommon Yes 325 gp Page 306
533 Gadadurr Weapon (Mace) Rare Yes 5330 gp Page 306
534 Conklubdurr Weapon (Dual Greatclubs) Very Rare Yes 34,500 gp Page 306
535 Otavajro Weapon (Dual Clubs) Uncommon Yes 355 gp Page 307
536 Gamacegaru Weapon (Mace) Rare Yes 3560 gp Page 307
537 Braxewartz Weapon (Battleaxe) Very Rare Yes 13,750 gp Page 307
538 Nagesaki Wondrous (Bracer) Rare Yes 3850 gp Page 308
539 Sawkguards Wondrous (Shinguards) Rare Yes 3950 gp Page 308
540 Kurumace Weapon (Mace) Uncommon Yes 450 gp Page 309
541 Folikut Weapon (Battleaxe, Trident, Cursed) Rare Yes 3250 gp Page 309
542 Harpekomori Weapon (Dual-Blade Sword, Cursed) Very Rare Yes 14,250 gp Page 309
543 Venigama Weapon (Kusarigama) Uncommon No 345 gp Page 310
544 Whirlaxede Weapon (Battleaxe, Saw) Rare Yes 4450 gp Page 310
545 Scolipain Weapon (Greatclub) Very Rare Yes 14,550 gp Page 310
546 Cottonrod Rod () Uncommon Yes 465 gp Page 311
547 Fanfaduvet Wondrous (Fan, Cursed) Rare Yes 4750 gp Page 311

Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
548 Petiliwa Wondrous (Fan) Uncommon Yes 485 gp Page 312
549 Lilliberd Weapon (Halberd) Rare Yes 4950 gp Page 312
550 Bascukri Weapon (Dual Daggers) Rare No 5500 gp Page 312
551 Sandagger Weapon (Dagger) Uncommon Yes 155 gp Page 313
552 Krokontos Weapon (Lance) Rare Yes 2550 gp Page 313
553 Kraxedile Weapon (Greataxe) Very Rare Yes 13,500 gp Page 313
554 Dagumaka Weapon (Dagger, Cursed) Rare Yes 1545 gp Page 314
555A Darmacetan Weapon (Mace) Very Rare No 15,550 gp Page 314
555B Darmitar Weapon (Scimitar, Cursed) Very Rare Yes 15,550 gp Page 314
556 Boractus Weapon (Shortbow) Rare Yes 1565 gp Page 315
557 Dwaggle Weapon (Dual Daggers, Cursed) Uncommon Yes 575 gp Page 315
558 Crustaul Weapon (Maul, Cursed) Rare Yes 1585 gp Page 315
559 Zurdaggu Weapon (Dagger) Uncommon Yes 595 gp Page 316
560 Scrifty Weapon (Hunting Rifle) Rare Yes 6500 gp Page 316
561 Cryptaff Staff () Very Rare Yes 16,500 gp Page 317
562 Scyamask Weapon (Scythe) Uncommon Yes 625 gp Page 317
563 Descykarn Weapon (Scythe) Rare Yes 3650 gp Page 317
564 Scimitartouga Weapon (Scimitar) Rare Yes 4650 gp Page 318
565 Carraxecosta Weapon (Greataxe) Very Rare Yes 16,550 gp Page 318
566 Clapteryx Wondrous (Gloves, Cursed) Rare Yes 5660 gp Page 319
567 Archops Weapon (Dual-Blade Sword, Cursed) Very Rare Yes 16,750 gp Page 319
568 Miamiaxema Weapon (Handaxe) Uncommon Yes 685 gp Page 320
569 Garbangdor Weapon (Hunting Rifle, Cursed) Rare Yes 9650 gp Page 320
570 Wakizorua Weapon (Longsword) Rare Yes 1750 gp Page 321
571 Zorokamark Weapon (Scythe) Very Rare Yes 17,500 gp Page 321
572 Minccibow Weapon (Shortbow, Cursed) Common Yes 75 gp Page 322
573 Cinccinolg Weapon (Spear, Cursed) Uncommon Yes 375 gp Page 322
574 Gothitto Weapon (Dagger, Cursed) Uncommon Yes 475 gp Page 323
575 Gothoritachi Weapon (Dual Shortswords) Rare Yes 1575 gp Page 323
576 Gothafftelle Staff () Very Rare Yes 16,750 gp Page 323
577 Solosace Weapon (Mace) Uncommon Yes 775 gp Page 324
578 Duobillao Weapon (Dagger, Cursed) Rare Yes 1785 gp Page 324
579 Reunicbow Weapon (Longbow) Very Rare Yes 15,950 gp Page 324
580 Ducklaxe Weapon (Handaxe) Uncommon Yes 580 gp Page 325
581 Swannaxe Weapon (Battleaxe) Rare Yes 1850 gp Page 325
582 Vanilmace Weapon (Mace) Uncommon Yes 775 gp Page 326
583 Vanilletto Weapon (Dual Daggers) Rare Yes 1785 gp Page 326
584 Vanilleux Weapon (Hunting Rifle) Very Rare Yes 15,950 gp Page 326
585 Vivalandaim Wand () Uncommon No 855 gp Page 327
586 Mebukijikut Weapon (Longsword, Spear, Longbow, Rare Yes 1865 gp Page 328
Morningstar)
587 Emolgio Weapon (Dagger) Uncommon No 775 gp Page 329
588 Karrabash Weapon (Mace, Cursed) Uncommon Yes 1785 gp Page 329
589 Escavalberd Weapon (Halberd, Lance) Rare Yes 15,950 gp Page 329

Pokémon Index
Number Name Type Rarity Attunement Suggested Price Page Number
590 Foongun Wand () Uncommon No 590 gp Page 330
591 Teaumaangass Armor (Dual Shields) Rare Yes 1850 gp Page 330
592 Viskase Weapon (Mace) Uncommon Yes 925 gp Page 331
593 Jellicurtana Weapon (Greatsword) Rare Yes 1935 gp Page 331
594 Abowowoba Weapon (Longbow) Rare Yes 1495 gp Page 331
595 Joltap Wondrous (Gloves) Uncommon Yes 595 gp Page 332
596 Galdentula Weapon (Longbow) Rare Yes 1965 gp Page 332
597 Ferroshield Armor (Shield) Uncommon No 579 gp Page 333
598 Flarrothorn Weapon (Flail) Rare Yes 1985 gp Page 333
599 Tictaxe Weapon (Battleaxe) Uncommon Yes 599 gp Page 334
600 Kliklaxe Weapon (Greataxe, Saw) Rare Yes 1600 gp Page 334
601 Klinkhanda Weapon (Greatsword, Saw) Very Rare Yes 16,100 gp Page 334
602 Tynampilan Weapon (Longsword) Uncommon Yes 260 gp Page 335
603 Eelektrace Weapon (Mace) Rare Yes 1360 gp Page 335
604 Ohmassaclub Weapon (Greatclub) Very Rare Yes 14,600 gp Page 335
605 Elgyewand Wand () Rare Yes 5600 gp Page 336
606 Beheeyaff Staff () Very Rare Yes 16,600 gp Page 336
607 Funécirod Rod () Uncommon No 373 gp Page 337
608 Laternaxto Weapon (Greataxe) Rare Yes 1680 gp Page 337
609 Staffelabra Staff () Very Rare Yes 16,900 gp Page 337
610 Axewkles Weapon (Dual Sickles, Quaterstaff) Uncommon Yes 610 gp Page 338
611 Fraxuwuk Weapon (Dual Shortswords) Rare Yes 1610 gp Page 338
612 Haxoruck Weapon (War Pick) Very Rare Yes 12,600 gp Page 338
613 Glovchoo Wondrous (Gloves) Uncommon Yes 325 gp Page 339
614 Bolariffe Weapon (Longbow) Rare Yes 1460 gp Page 339
615 Cryogonaxe Weapon (Dual Handaxes, Cursed) Very Rare Yes 10,650 gp Page 339
616 Shelmeteor Weapon (Single Head Meteor Hammer) Uncommon Yes 175 gp Page 340
617 Accelfoil Weapon (Rapier) Rare Yes 1670 gp Page 340
618 Limacede Weapon (Mace) Rare Yes 1860 gp Page 340
619 Klawfouine Wondrous (Claws) Rare Yes 1690 gp Page 341
620 Shaofanine Weapon (Tessen) Very Rare Yes 12,600 gp Page 341
621 Drakkaxemin Weapon (Battleaxe, Cursed) Very Rare Yes 16,210 gp Page 341
622 Goletto Weapon (Dagger, Cursed) Uncommon Yes 235 gp Page 342
623 Golurkannon Weapon (Handcannon, Cursed) Rare Yes 6320 gp Page 342
624 Komaxe Weapon (Battleaxe) Rare Yes 1525 gp Page 343
625 Kirikizaxe Weapon (Spear, Chain Axe) Very Rare Yes 16,250 gp Page 343
626 Bouffaulant Weapon (Maul, Cursed) Very Rare Yes 12,660 gp Page 344
627 Fusaiglon Weapon (Dual Daggers, Cursed) Rare Yes 6720 gp Page 344
628 Warrglance Weapon (Lance, Cursed) Very Rare Yes 16,280 gp Page 344
629 Valchang Weapon (Boomerang, Cursed) Rare Yes 1629 gp Page 345
630 Vaututrick Weapon (Pike, Cursed) Very Rare Yes 16,300 gp Page 345
631 Furnifrower Wondrous (Flamethrower) Rare Yes 3610 gp Page 346
632 Fermitestar Weapon (Morningstar, Cursed) Rare Yes 1630 gp Page 346

Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
633 Kapiko Weapon (Pike, Cursed) Rare Yes 1660 gp Page 347
634 Zweikunai Weapon (Dual Daggers, Cursed) Very Rare Yes 14,630 gp Page 347
635 Scydreigon Weapon (Scythe, Cursed) Legendary Yes 53,600 gp Page 348
636 Halarvesta Weapon (Dagger) Rare Yes 1735 gp Page 349
637 Volcarangi Weapon (Greatsword) Very Rare Yes 17,450 gp Page 349
638 Cobaltike Weapon (Pike, Cursed) Legendary Yes 63,900 gp Page 350
639 Terraxion Weapon (Greataxe, Cursed) Legendary Yes 63,900 gp Page 351
640 Viridiumi Weapon (Longbow, Cursed) Legendary Yes 63,900 gp Page 352
641 Tornelostaff Staff () Legendary Yes 64,150 gp Page 353
641B Tornelaive Weapon (Glaive) Legendary Yes 64,150 gp Page 354
642 Fulgurike Weapon (Pike) Legendary Yes 64,150 gp Page 355
642B Voltolberd Weapon (Halberd) Legendary Yes 64,150 gp Page 356
643 Reshilance Weapon (Lance, Cursed) Legendary Yes 64,350 gp Page 357
644 Zekromance Weapon (Lance, Cursed) Legendary Yes 64,350 gp Page 358
645 Landammerus Weapon (Warhammer) Legendary Yes 65,400 gp Page 359
645B Démauléros Weapon (Maul) Legendary Yes 65,400 gp Page 360
646 Pikyurem Weapon (Pike) Legendary Yes 66,400 gp Page 361
646B Axyurem Weapon (Greataxe, Cursed) Artifact Yes NA Page 362
646C Kyuremkulam Weapon (Longsword, Cursed) Artifact Yes NA Page 363
647 Keldemardeo Weapon (Rapier, Cursed) Artifact Yes NA Page 364
647B Rifeldeo Weapon (Hunting Rifle, Cursed) Artifact Yes NA Page 365
648 Meloettaria Wand () Artifact Yes NA Page 366
648B Piroettaff Weapon (Quaterstaff) Artifact Yes NA Page 367
649 Genecannon Weapon (Handcannon) Artifact Yes NA Page 368
F54 Rifle of the Toad Weapon (Hunting Rifle) Very Rare Yes 34,850 gp Page 369
Samurai
F55 Sword of the Fiery Fluff Weapon (Greatsword) Very Rare Yes 29,550 gp Page 370
091B Cloyshield Armor (Shield) Rare Yes 1910 gp Page 371
587B Emolgloak Wondrous (Cloak) Rare Yes 5780 gp Page 371
F56 Talons of the Firehawk Wondrous (Claws, Cursed) Very Rare Yes 29,550 gp Page 372
650 Daggamaro Weapon (Dagger) Uncommon Yes 560 gp Page 373
651 Qualladin Weapon (Maul, Cursed) Rare Yes 1650 gp Page 373
652 Shigarron Weapon (Longsword, Shield, Very Rare Yes 25,600 gp Page 374
Greataxe)
653 Wannekin Wand () Uncommon Yes 365 gp Page 375
654 Bromixen Wondrous (Broom) Rare Yes 1465 gp Page 375
655 Mabowsi Weapon (Heavy Crossbow, Broom) Very Rare Yes 25,650 gp Page 376
656 Froakisari Weapon (Kusarigama) Uncommon Yes 566 gp Page 377
657 Frogadaxe Weapon (Battleaxe) Rare Yes 1765 gp Page 377
658 Grenimcha Weapon (Dual-Blade Sword, Very Rare Yes 28,650 gp Page 378
Longsword, Shortsword)
658B Grenickash Weapon (War Pick) Very Rare Yes 28,650 gp Page 379
659 Tunnelby Wondrous (Drill) Uncommon No 155 gp Page 380
660 Diggershield Weapon (Shield, Maul) Rare Yes 1660 gp Page 380

Pokémon Index
Suggested Page
Number Name Type Rarity Attunement Price Number
661 Dartiri Weapon (Rope Dart) Uncommon Yes 166 gp Page 381
662 Fletessinder Weapon (Tessen) Rare Yes 2660 gp Page 381
663 Talonriflame Weapon (Hunting Rifle) Rare Yes 36,499 gp Page 381
664 Lépidonhield Armor (Shield) Common Yes 70 gp Page 382
665 Speshpa Weapon (Dagger) Uncommon Yes 165 gp Page 382
666 Vivibbon Wondrous (Ribbon Bow) Rare Yes 1666 gp Page 383
667 Palitleo Weapon (Shortsword, Cursed) Uncommon Yes 127 gp Page 389
668A Kaenjishield Armor (Shield, Cursed) Rare Yes 1866 gp Page 389
668B Pyrapier Weapon (Rapier) Rare Yes 1866 gp Page 389
669 Flabébagu Wand () Uncommon Yes 165 gp Page 390
670 Floelle Staff () Rare Yes 1670 gp Page 390
671 Floargek Wondrous (Cloak) Very Rare Yes 17,600 gp Page 390
670B Waretterna Weapon (War Pick) Very Rare Yes 17,600 gp Page 391
008B Wartorint Armor (Splint) Rare Yes 2800 gp Page 392
009B Platoise Armor (Plate) Very Rare Yes 29,000 gp Page 392
014B Kakussen Weapon (Tessen) Uncommon Yes 140 gp Page 393
F57 Volcano's Breach Armor (Plate, Cursed) Very Rare Yes 28,240 gp Page 394
Armor
672 Mähimker Weapon (Warhammer) Uncommon Yes 276 gp Page 395
673 Chevraul Weapon (Maul) Rare Yes 3760 gp Page 395
674 Puncham Wondrous (Gloves, Cursed) Uncommon Yes 175 gp Page 396
675 Pungoro Wondrous (Gloves, Cursed) Rare Yes 1675 gp Page 396
676 Trimmanteau Wondrous (Coat) Rare Yes 1775 gp Page 397
677 Psiand Wand (Cursed) Uncommon Yes 195 gp Page 399
678 Meowstick Staff (Cursed) Rare Yes 1795 gp Page 399
679 Tachitotsuki Weapon (Shortsword, Cursed) Uncommon Yes 185 gp Page 400
680 Dimocleave Weapon (Dual-Blade Sword, Rare Yes 1860 gp Page 400
Cursed)
681 Aexisclash Weapon (Longsword, Shield) Very Rare Yes 37,500 gp Page 401
682 Spritzeau Wondrous (Perfume Bottle) Uncommon No 295 gp Page 402
683 Aromateau Wondrous (Perfume Bottle) Rare No 3950 gp Page 402
684 Sweilix Armor (Shield, Cursed) Uncommon Yes 180 gp Page 403
685 Sheilpuff Armor (Shield) Rare Yes 1850 gp Page 403
686 Inkelm Wonderous (Helm) Rare Yes 1695 gp Page 404
024B Kanssarigama Weapon (Kusarigama) Uncommon Yes 240 gp Page 405
025B Kussarbokgama Weapon (Kusarigama) Rare Yes 2500 gp Page 405
054B Entessen Weapon (Tessen, Cursed) Uncommon Yes 254 gp Page 406
055B Entorsen Weapon (Tessen) Rare Yes 2530 gp Page 406
F58 Mask of the Wondrous (Mask, Cursed) Very Rare Yes 29,125 gp Page 407
Ashen Skull

Pokémon Index
Thank you for Reading Pokémon
Inspired Weapons & Items

I
hoped you've enjoyed it! Consider checking out some
of my other adventures on Dungeon Masters Guild, Quests from the Job Board
or supporting my Patreon so I can keep producing One-shot adventures for everyday use
content, and you can help decide what I work on
next! Runway Bloody Runway
The half-orc fashion designer Gromir Fingercutter is
preparing for another fashion show, but he and the models he
The Toecap Trilogy had lined up have been getting threats to stop, intimidating
the models into quitting. Gromir wants combat capable
Toecap's Puzzle House adventures to be his models and deal with these threats. He
A Dying Woman turned her home into a Puzzle House so hopes they'll be able to handle things...
that her fortune could be claimed, but the house isn't as This adventure is designed for 4 3rd level characters, and
simple as it seems... should take 2-3 hours to play.
Toecap's Puzzle House is an Escape Room style dungeon
for a party of four 1st level characters, with options for higher The Cursed Courtesan
levels, and can also work as an introduction adventure to Warning: This module contains adult themes, situations, and
Dungeons and Dragons for new players, although Dungeon a good helping of silly raunchy humor.
Masters should be more familiar with the system. It should Madame Belle's Maison Derrière has a problem, one of
take around 2 hours to play. their courtesans has been cursed! Can you figure out the
If players use their wits and skills, they should be able to curse, find the culprit, and bring them to justice?
make it in and out of the dungeon with the treasure and their This adventure is designed for 4 5th levels or higher
lives. characters, and should take around 3-5 hours to play.
The Investigation of Toecap's Walk the Blink Dog
Tragedy Do you have animal lovers in your party? Does everyone want
A family was murdered in their own home, and the an animal companion? Then this is the adventure for you!
Murderers were never caught. Can somebody find the truth Several canines at Harmony Park have gone missing and
and bring a grieving soul peace? need to be found!
So your players have completed Toecap's Puzzle House This module can be played with any level party, and should
and, spoiler alert, found that there is, in fact, no treasure for take 3-5 hours to play.
solving the puzzle. Are they unsatisfied with that conclusion?
Good, that’s what Toecap wanted. But what about what she Bake-off Battle
needed? The players will need to investigate the secret they
discovered in Puzzle House and find the truth. If any of your The Baker's Union is holding their annual bake-off! Will you
players have expressed to desire to solve a mystery, or you join the bake-off, compete in the pie eating contest, fight
just think this is interesting, then this is the follow up for you! some magical food monsters, or just take in the sights?
This adventure is broken up into five chapters, each of This adventure can be played by any size or level party with
which can be played in a 2-3 hour session, and even as stand options to scale certain parts, and should take around 3-5
alone adventures if you so choose, for a party of 4 characters. hours to play, depending on how long the players take
This adventure should bring 4 1st level characters to level 3 checking out the 20 vendors' stalls. Also includes 10 food-
by the final chapter. based creatures, including 5 Food Friends that can be
purchased as companions by the players, and 5 mutated
Return to the Puzzle House versions that might fight the players!
A soul lays trapped in a self-inflicted magic puzzle. With a Attack of the Giant Gingerbreads!
little help from the puzzle's designer, they might be freed, or
the whole thing might just explode... A festive one-shot adventure where gingerbread creatures
Can the players survive the Puzzle House's designer's have created a dangerous gingerbread house dungeon! Can
pinball dungeon and convince him to help them? they be stopped before they finish what they're cooking?
Will the players be able to dismantle the Puzzle House This adventure is designed for 4 characters of any level,
from within without it killing them? with various options for scaling difficulties, although we
Will Toecap's soul be able find peace? Find out in the recommend at least level 4 or higher, and should take around
thrilling conclusion to the Toecap Trilogy! 2-3 hours to play. Includes a new race, the Gingerbreadians,
giant cookies brought to life, and options to run this
adventure as a Gingerbread Rebellion one-shot.

Thank you! :)

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